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Post by jrackley on Jan 30, 2018 20:24:35 GMT
@invector so here is a weird one I am hoping someone can help with. When I first start to play, the player will not use any unarmed attacks, moves fine jumps, rolls etc... just will not punch kick and all. However after I go into the Inventory and equip a weapon then it all works again.
Any advice on what may be causing this one?
Thanks in advance
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Post by shadex on Feb 1, 2018 2:05:55 GMT
@invector so here is a weird one I am hoping someone can help with. When I first start to play, the player will not use any unarmed attacks, moves fine jumps, rolls etc... just will not punch kick and all. However after I go into the Inventory and equip a weapon then it all works again. Any advice on what may be causing this one? Thanks in advance When you unequip the weapon, are you able to use unarmed, or does it not work at all?
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Post by jrackley on Feb 1, 2018 2:43:33 GMT
@invector so here is a weird one I am hoping someone can help with. When I first start to play, the player will not use any unarmed attacks, moves fine jumps, rolls etc... just will not punch kick and all. However after I go into the Inventory and equip a weapon then it all works again. Any advice on what may be causing this one? Thanks in advance When you unequip the weapon, are you able to use unarmed, or does it not work at all? Yeah it is really odd, all I have to do is open the Inventory and then close it again and all unarmed animations will work. But if I just push play then they do not work until I do that. Don't even need a weapon at all, just open then close the inventory window. I have been over all the setups at least a dozen times and compared to all Invector settings as well and I have to be overlooking something somewhere. All other animations work fine even all custom weapon setups. Tried with a fresh character setup as well and it is the same thing, leading me to believe that something may have been messed up my animator somehow.
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Post by Invector on Feb 1, 2018 15:50:01 GMT
Make sure on your Animator that the parameter to trigger the default attack animations (unarmed) are set to ATKID 0 (zero)
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Post by jrackley on Feb 1, 2018 18:05:12 GMT
Make sure on your Animator that the parameter to trigger the default attack animations (unarmed) are set to ATKID 0 (zero) Yep they are, I am really stumped on this one, but I have more time to try and hunt it down today. I am sure I must have changed something along the way somewhere but just cant find it,lol. This just started happening out of the nowhere. I am just dreading if I have to go into the animator and remake it all, I have sooo many animations now it is absurd,lol! And the blending took so long, but that is life sometimes. I will let you know if I figure it out.
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Post by Invector on Feb 1, 2018 18:23:03 GMT
not be able to copy blends are a real pain on unity :( but try creating a new character on a empty scene just to see if it's working, try the default animator and yours to see what's different
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Post by jrackley on Feb 1, 2018 20:32:05 GMT
not be able to copy blends are a real pain on unity :( but try creating a new character on a empty scene just to see if it's working, try the default animator and yours to see what's different Okay I have narrowed it down to the Inventory. If I remove the Item Manager the player uses the unarmed attacks just fine, however as soon as I add it back then it goes back to where I have to open the Inventory before the player will use unarmed attacks. So now trying to figure out what could be wrong with the Inventory. I even tried adding the default melee inventory and then when I do that it will not even open when you push I.
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Post by jrackley on Feb 1, 2018 20:33:03 GMT
On a side note though, will the new AI require the newest version of the controller or will it work with all versions?
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Post by Invector on Feb 2, 2018 13:52:42 GMT
On a side note though, will the new AI require the newest version of the controller or will it work with all versions? they share a few components such as MeleeManager and Ragdoll so... it could work if a older version, but can't confirm it right now
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Post by jrackley on Feb 2, 2018 14:00:02 GMT
On a side note though, will the new AI require the newest version of the controller or will it work with all versions? they share a few components such as MeleeManager and Ragdoll so... it could work if a older version, but can't confirm it right now No worries, Upgrading right now anyways. Seems to have fixed whatever this unarmed issue was as well so that is a Plus!
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