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Post by tharindu on May 9, 2017 7:12:35 GMT
Forgive me but is there a tutorial written or in video form on how to create and work with new movesets ? I apologize if this is available in any form of documentation. Just haven't gone to this area of the controller. Hmmm there is really no secret at all about the movesets, you see each weapon has the option for ATK_ID and MoveSet_ID, and when you equip the sword for example, the Idle animation is different then the unarmed animation, that happens because the sword has a MoveSet_ID of 1 instead of 0, and you can do this for each animation walk, run, sprint, etc... So basically the Bow will have a unique ID to match a bow moveset.  That is an excellent system.
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ThePace
Junior vMember

Unity Noob
Posts: 45
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Post by ThePace on May 11, 2017 18:30:21 GMT
Please take my money
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Post by shadex on May 14, 2017 4:22:55 GMT
Swimming is pretty much done! annnnd with our own animations Jorge manage to figure out how to animate using Motion Builder, it's no mocap stuff but it's pretty decent to ship the add-on. Zipline is also working, and climbing is 60% I think. We're also removing all simple actions ( climbUp, jumpOver, stepUp and ladder) from the ThirdPersonController itself, next update will bring a separated component call Basic Action which you could use to trigger any simple interaction animation such as open door, push button, grab item, etc... with Match Target or not. I will create a tutorial showing how to use this new feature, but basically this will bring interactions to a hole new level because we will also add support to call Events on those actions, so you could very easilly trigger the animation to open a door and call a event to trigger the door animation, sounds, effects, etc... The idea is to keep the controller as clean as possible, only basic locomotion stuff and leave the rest optional as plug & play components Will there be templates or tutorials on how to create these components? How will these components add input? For those of us hooking stuff in invector should we wait for the update, or is there an easy way to port the code? I love the idea, especially with this community and the amount of add-on's this system has. Would be absolutely awesome to have them or substantial parts of them be plug and play components
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Post by Invector on May 18, 2017 18:11:51 GMT
Swimming is pretty much done! annnnd with our own animations Jorge manage to figure out how to animate using Motion Builder, it's no mocap stuff but it's pretty decent to ship the add-on. Zipline is also working, and climbing is 60% I think. We're also removing all simple actions ( climbUp, jumpOver, stepUp and ladder) from the ThirdPersonController itself, next update will bring a separated component call Basic Action which you could use to trigger any simple interaction animation such as open door, push button, grab item, etc... with Match Target or not. I will create a tutorial showing how to use this new feature, but basically this will bring interactions to a hole new level because we will also add support to call Events on those actions, so you could very easilly trigger the animation to open a door and call a event to trigger the door animation, sounds, effects, etc... The idea is to keep the controller as clean as possible, only basic locomotion stuff and leave the rest optional as plug & play components Will there be templates or tutorials on how to create these components? How will these components add input? For those of us hooking stuff in invector should we wait for the update, or is there an easy way to port the code? I love the idea, especially with this community and the amount of add-on's this system has. Would be absolutely awesome to have them or substantial parts of them be plug and play components Yep, I will create a video tutorial showing a simple action example like opening a door or activating lever, something like that. I think that the new Action system could be a game changer for Custom Add-ons, of course that you still need to know advanced C# stuff, but the cool thing about it is that you don't need to modify the controller it self, for example the swimming we just lock the controller and run the methods to swim on a separated script, it's plug & play, just like the ladder, stepup, jumpover, climbup, zipline, and other new actions that we're creating 
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Post by tharindu on May 19, 2017 0:09:19 GMT
Does that mean it's a good idea to hold off on writing custom addons for now? :(
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Post by Legion on May 19, 2017 1:33:59 GMT
Does that mean it's a good idea to hold off on writing custom addons for now? :( Please, finish your great addon haha.
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Post by tharindu on May 19, 2017 1:44:25 GMT
Does that mean it's a good idea to hold off on writing custom addons for now? :( Please, finish your great addon haha. Lol. But it's too coupled with things like the item manager. I might endup rewriting the whole thing if this architecture changes. Makes sense to hold off to the you the truth but let's see.
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Post by Invector on May 19, 2017 14:51:43 GMT
Please, finish your great addon haha. Lol. But it's too coupled with things like the item manager. I might endup rewriting the whole thing if this architecture changes. Makes sense to hold off to the you the truth but let's see. Like I say we didn't change anything significant in the ItemManager or Inventory, we only change the way actions were handle within the controller and put it outside with more options.
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Post by tharindu on May 19, 2017 14:54:29 GMT
Lol. But it's too coupled with things like the item manager. I might endup rewriting the whole thing if this architecture changes. Makes sense to hold off to the you the truth but let's see. Like I say we didn't change anything significant in the ItemManager or Inventory, we only change the way actions where handle within the controller and put it outside with more options. Shouldn't really be a problem then
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q0nqr
New vMember
Posts: 11
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Post by q0nqr on May 22, 2017 6:56:35 GMT
Hi,
Always really happy to use shooter template, but just one question : When do you plan to release the next update?
Thx
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Post by uberwiggett on May 22, 2017 8:45:48 GMT
I don't have the quote but they say they are very close to releasing the new action updates. I am excited!
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q0nqr
New vMember
Posts: 11
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Post by q0nqr on May 22, 2017 11:24:23 GMT
ok thx uberwiggett^^
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Post by hamzah on May 22, 2017 11:26:44 GMT
Man... The AdOn looks very promising and Invector will you guys be able to release it by the next month? :D :D
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Post by Invector on May 22, 2017 18:01:05 GMT
Man... The AdOn looks very promising and Invector will you guys be able to release it by the next month? :D :D I'm hoping to upload TODAY  - let's see... final testdrive here. Just a reminder for all, this update has major changes on the ACTIONS of the character, this includes > - climbUp - stepUp - jumpOver - ladder - Collectables (ItemCollection)
This means that > if you have a scene full with prefabs of TriggerActions, you will need to update these prefabs to the new solution that is much more stable. Here is the Changelog so far, it looks small but believe me the template has a lot of changes and improvements in the system.  Again, your PREFABS may not work so BACKUP YOUR PROJECT.
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Post by uberwiggett on May 22, 2017 23:54:53 GMT
The update will be available straight away on your webstore, and a delay telease on the unity asset store I assume?
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