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Post by deidrereay on May 6, 2020 15:00:38 GMT
Crawl should be easy enough if your either 1.) Change the animations for the crouch that suit your needs 2.) Create new animation nodes just like the crouch and set up your new animations accordingly and key map a new button for your prone/ crawl
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Post by zgoodwin on May 6, 2020 22:17:45 GMT
Nope, right now this is the current Roadmap: - we're going to release an FSM AI update this week to work with the new versions 2.5.1 and after that, - I will record some new tutorials ( yeah I know... I heard you guys), after that - We will focus on the FSM AI for a while to improve the locomotion and shooter features, after that, - New Mobile Controls Thanks, but one question, can we also add on a crawl system as i think it will be very useful? thanks really appreciate it. There are some proning conversations on the board. The idea is to clone the Crouch Animator then code a new bool isProning. There will need to be additional transitions coded to move between Standing to Prone, including Crouch to Prone, then vise versa. I attempted this, but got hung up on writing the new bool isProning.
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Post by mcreator on May 6, 2020 22:57:04 GMT
I spend more time trying to figure things out then actually adding things! Yes I deleted the invector folder and accepted that I had to redo the animations as the old animator messed up the character. The shooterMelee prefab does not work unless I drag it in manually into the character after I use the shooter item manager prefab and when I do that I get errors and it does not work :( I bought this to spend less time on figuring things out and more time actually making the game! You don't need to redo your animations if you follow our recommendations by setting your game assets on a different folder. Check this post on How to Organize your project > invector.proboards.com/thread/2896/guideline-import-update-invector-assetsBut that does not help with the shootermelee prefab still not working.. I can't drag it in. What I am doing instead is use the shooter only inventory and then remove it after I manually add the shooterMelee inventory. I get the error in the image plus the character keeps moving if i enter the inventory while running :P
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Post by Invector on May 7, 2020 0:07:49 GMT
But that does not help with the shootermelee prefab still not working.. I can't drag it in. What I am doing instead is use the shooter only inventory and then remove it after I manually add the shooterMelee inventory. I get the error in the image plus the character keeps moving if i enter the inventory while running :P Check the ItemManager Events in the demo scenes and do the same for your character:
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argha
Full vMember
CORONA GO. CORONA CO. GO CORONA GO, CORONA Go, GO CORONA GO.
Posts: 77
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Post by argha on May 9, 2020 1:19:50 GMT
After so many years i am writing this post just to let all you know I am alive. 😅
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Post by MunK on May 9, 2020 7:51:07 GMT
Any ETA for the cover system? Nope, right now this is the current Roadmap: - we're going to release an FSM AI update this week to work with the new versions 2.5.1 and after that, - I will record some new tutorials ( yeah I know... I heard you guys), after that - We will focus on the FSM AI for a while to improve the locomotion and shooter features, after that, - New Mobile Controls I´m a little confused what ever happend to the crafting addon? I can't find it anywhere... is it waiting approval?
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Post by manwitch on May 9, 2020 12:27:23 GMT
Nope, right now this is the current Roadmap: - we're going to release an FSM AI update this week to work with the new versions 2.5.1 and after that, - I will record some new tutorials ( yeah I know... I heard you guys), after that - We will focus on the FSM AI for a while to improve the locomotion and shooter features, after that, - New Mobile Controls I´m a little confused what ever happend to the crafting addon? I can't find it anywhere... is it waiting approval? I was thinking the same thing.
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Post by rh4invector on May 10, 2020 0:28:27 GMT
Trying out the new update, one odd thing I noticed so far, is that the character twists his head too far. Where's the area to manage this? In the animator? And, this is after importing Invector into a new, blank Unity project: version 2019.3.6f1
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Post by A Random indie dev on May 10, 2020 3:16:06 GMT
I´m a little confused what ever happend to the crafting addon? I can't find it anywhere... is it waiting approval? I was thinking the same thing. Same
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Post by uberwiggett on May 10, 2020 4:36:47 GMT
Trying out the new update, one odd thing I noticed so far, is that the character twists his head too far. Where's the area to manage this? In the animator? And, this is after importing Invector into a new, blank Unity project: version 2019.3.6f1 Iirc the headlook script.
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Post by tharindu on May 10, 2020 9:53:13 GMT
Trying out the new update, one odd thing I noticed so far, is that the character twists his head too far. Where's the area to manage this? In the animator? And, this is after importing Invector into a new, blank Unity project: version 2019.3.6f1 Iirc the headlook script. Looks like a scene from baywatch to me mate xD
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Post by Invector on May 10, 2020 17:25:07 GMT
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Post by uberwiggett on May 10, 2020 22:59:38 GMT
not gonna lie, I just simped to Invector, I didn't even read the post I just clicked the link to the sellfy store and bought the addon xD
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Post by Invector on May 11, 2020 11:46:53 GMT
not gonna lie, I just simped to Invector, I didn't even read the post I just clicked the link to the sellfy store and bought the addon xD
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Post by hobbycoder on May 12, 2020 8:37:32 GMT
I may have my own custom Crafting System but used for my own custom inventory...But, invector crafting for invector inventory...=) Thanks Invector for always improving/updating your system.=)
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