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Post by Chronicman on Jan 1, 2017 23:17:20 GMT
Hey Uber, you can easy call the save function before changing scenes. I'm not sure what you exactly mean by saving between scenes ? By default the third person controller has the DoNotDestroyOnLoad function attached to it, this would carry every thing over to the next scene. The default starting scene can be set manually other wise when a save occurs the position, rotation and scene name will be saved. When starting the game again items, quests, player location ect will be loaded. When the player has chosen his hero and press play it will set the last saved position, rotation and load the scene. I hope this answers you question.
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Post by uberwiggett on Jan 1, 2017 23:19:46 GMT
Yes it does, thanks, I wasn't aware of how the TPC already handles player info from scene to scene. But now I know Though to check, if I save after say, 3 scenes into the game, when i load, it will load the 3rd scene or start from the first scene?
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Post by Chronicman on Jan 1, 2017 23:37:02 GMT
The third scene will be loaded, however if you don't use the Boolean save player location it would not save the data and load the start scene if needed.
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Post by Chronicman on Jan 2, 2017 3:01:12 GMT
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Deleted
Deleted Member
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Post by Deleted on Jan 2, 2017 3:12:49 GMT
Awesome Dude!!!!!!
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Post by uberwiggett on Jan 2, 2017 3:16:48 GMT
Didn't realise it had a create player "pick class/race" function. Dude, I am in love with you Edit: well, in love AT you.
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Post by Chronicman on Jan 2, 2017 3:24:49 GMT
lol thanks guys its getting close. I've had to change some stuff on the RPG pack to accommodate it. When I release this I will be sending a update to all the RPG pack users.
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Post by Chronicman on Jan 4, 2017 5:08:40 GMT
After running into some slight problems that where frustrating me =( I decided to remake the starting scene.
New features: Bad words: stop players from using bad words for names. Character Info: shows characters level, exp,currency, health and stamina. Play particles on select. Play animation on select. Play audio on select. Character Deletion menu. * not shown yet.
This still needs some love sorry for the wait guys!
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Post by uberwiggett on Jan 4, 2017 5:34:11 GMT
Language warning on the video! :D the new setup looks great! Can also let the developer spruce up the background with their own assets and effects. It's looking very mmo styled too. Great stuff
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Post by Chronicman on Jan 4, 2017 5:40:44 GMT
lol well how else am I supposed to show the bad language not being accepted =D Yep totally uberwiggett, this is a template for you guys to customize and have fun with. Thanks for the support uberwiggett!
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Post by dreadlord on Jan 4, 2017 6:20:04 GMT
Looks really great
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Post by jrackley on Jan 4, 2017 8:17:18 GMT
Awesome work!
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Post by angelsm on Jan 4, 2017 14:33:05 GMT
Hi Chronicman,
When I try to remove an item from the inventory this error appears in my console:
Destroying assets is not permitted to avoid data loss. If you really want to remove an asset use DestroyImmediate (theObject, true); UnityEngine.Object:Destroy(Object) Invector.ItemManager.vItemManager:LeaveItem(vItem, Int32) (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/ItemManager/Scripts/vItemManager.cs:313) EliminarLlavesNivel:eliminaLlaves() (at Assets/00000/Scripts/EliminarLlavesNivel.cs:22) UnityEngine.EventSystems.EventSystem:Update()
This is my code:
using UnityEngine; using System.Collections; using Invector.ItemManager; using ChronicmanSystems;
public class EliminarLlavesNivel : MonoBehaviour {
GameObject Player; vItemManager itemManager;
void Start () { Player = GameObject.FindGameObjectWithTag("Player"); }
public void eliminaLlaves () { InventorySaverAddon.Instance.Load(); itemManager = Player.GetComponent<vItemManager>();
itemManager.LeaveItem(itemManager.GetItem (10), 1);
Debug.Log("Llave borrada");
InventorySaverAddon.Instance.Save();
} }
How can I solve it?
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Post by Chronicman on Jan 4, 2017 16:12:39 GMT
I've ran into this before too, I've forgot why its happens .... maybe try vItemManage.instanace.LeaveItem(vItemManager.instance.itemListData[10], 1); what is this function GetItem ? This is only happening from your code correct ?
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Post by angelsm on Jan 4, 2017 17:04:01 GMT
I've ran into this before too, I've forgot why its happens .... maybe try vItemManage.instanace.LeaveItem(vItemManager.instance.itemListData[10], 1); what is this function GetItem ? This is only happening from your code correct ? GetItem is a method that Invector have added to itemManager: #region Get Item in List /// <summary> /// Get a single Item with same id /// </summary> /// <param name="id">Item id</param> /// <returns></returns> public vItem GetItem(int id) { return items.Find(i => i.id == id); } GuardarGuardar
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