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Post by pr0gramer on Jun 21, 2018 21:53:13 GMT
Actually I've bought Action Rpg Starter Kit and want to use invector controll system how can i do this??
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Post by shadex on Oct 29, 2018 17:16:34 GMT
Actually I've bought Action Rpg Starter Kit and want to use invector controll system how can i do this?? Actually, that was the first asset i ever bought. No, there is almost nothing you can integrate that would be worth it. The 2 systems are so vastly differn't, at best you'll might be able to take there pet system, but i think it would take more time then just making your own out of invector AI.
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Post by grandoran on Oct 31, 2018 18:26:16 GMT
Your question is a little open ended, but I'll give it a shot...
Action RPG starter kit is pretty simple to understand, I think, and has grown more modular so you can just look at how they set stuff up and then study how Invector does it...and take the parts you want. You'll have to do some editing of scripts to get the most out of it...but both have a powerful event system you can use to work around a lot of stuff.
So for a simple example, you can grab various scripts from ARPG you want to use with Invector, like the DropItemC script to spawn a random pickup (health potion?) after killing an Invector enemy. Just use the V On Dead Trigger script on the Invector enemy to enable the DropItem C which you can also attach to the Invector enemy (dis-enabled by default as it drops the item on "Start()" ).
But are you trying to use it with melee/shooter, or just the base locomotion? You can set up melee pretty easily to use the ARPG starter kits damage system, and RPG elements with the melee controller, by attaching a modified script to your weapon that does ARPG damage when Invector activates the weapon collider.
Or if you want to just use locomotion you can check out this video here: .
Hope that helps get you started. There is a lot in the ARPG starter kit that is very good and can help you get started with an ARPG. There is no seamless integration but you can learn a lot from just studying the kit and integrating the parts you want.
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Post by nfighter on Nov 24, 2018 19:54:20 GMT
Or if you want to just use locomotion you can check out this video here:
I'm trying to follow this basic tutorial but it seems not completely working. 1) I can't just add <vThirdPersonCamera> to AttackTriggerC. Unity doesn't recognize it as a class. I need to add using Invector.vCamera; to the header to get rid of errors. 2) It works only for current scene. If I try to change the demo knight character to Invector char with invector camera from the very beginning (in the Title scene) and then load new game (BeakVillage scene) it can not instantiate Invector Camera and failing to load. MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. SpawnPlayerC.Start () (at Assets/ActionRPGKit/Scripts/SpawnPlayerC.cs:30) Anyway, it fail only with invector camera. Invector character with default ARPG camera instantiate just fine.
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Post by nfighter on Nov 25, 2018 20:02:31 GMT
Asset creator are very kind and responsive on youtube and help me with working solution. I put it here for those who will search the forum after me.
the Invector.vCamera will not work properly when change the scene. But you can fix it with this step.
- Add script "DontDestroyOnloadC" to the Camera prefab
- Open "AttackTriggerC" script then add this code.
if(Maincam && Maincam.GetComponent<vThirdPersonCamera>()){
Maincam.GetComponent<vThirdPersonCamera>().target = this.transform;
}
under this code (in Awake function)
// Set Target to ARPG Camera
if(Maincam && Maincam.GetComponent<ARPGcameraC>()){
Maincam.GetComponent<ARPGcameraC>().target = this.transform;
}
- Open "SpawnPlayerC" script then add this code
if(oldCam.GetComponent<vThirdPersonCamera>()){
oldCam.GetComponent<vThirdPersonCamera> ().Init ();
}
under the code
if(!oldCam){
return;
}
You also need to edit "SaveLoadC" (and maybe other scripts that directly refer to ARPG camera as well).
//mainCam.GetComponent<ARPGcameraC>().target = respawn.transform;
mainCam.GetComponent<vThirdPersonCamera>().target = respawn.transform;
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Post by wurmhole on Feb 10, 2019 5:37:33 GMT
Has anyone set up the melee controller to damage ARSK enemies and the enemies the melee controller? I'd love to check the scripts if anyone has been able to.
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Post by magique on May 12, 2019 14:39:15 GMT
Has anyone set up the melee controller to damage ARSK enemies and the enemies the melee controller? I'd love to check the scripts if anyone has been able to. I've been playing around with this and I got the melee combat to work against ARPGK enemies. In vMeleeManager.OnDamageHit function I just added the following code to the bottom of the function: // ARPGK AI Damage if (hitInfo.targetCollider.gameObject.GetComponent<StatusC>()) { hitInfo.targetCollider.gameObject.GetComponent<StatusC>().OnDamage(hitInfo.attackObject.damage.damageValue, 0); }
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