ashyb
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Post by ashyb on Mar 30, 2017 1:06:56 GMT
Bought
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Deleted
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Post by Deleted on Mar 30, 2017 1:10:07 GMT
Awesome Keep up the good work!!! :D
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rams
New vMember
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Post by rams on Mar 30, 2017 2:44:40 GMT
I bought the shooter on the asset store yesterday, at the time there was no update price mentioned so I bought it at 75 dollars. I did not realise there would be a discount, is it possible to get the discount refunded?.. Also I need to adjust left hand IK when equiping a pistol, is there way to adjust the left hand IK without interfering with the overall defaultequip position for the right hand IK? Here's an image: photos upload
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Post by uberwiggett on Mar 30, 2017 4:22:54 GMT
The left hand IK is a child object of the handgun itself. Pop it into the scene and play with it and click apply to change the details on the prefab. Easiest way is to move it in runtime to where you want it, copy component, then stop play, paste component values on the object in the scene editor and apply.
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rams
New vMember
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Post by rams on Mar 30, 2017 4:38:19 GMT
Sweet, sorted. Thank you uberwiggett.
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Post by Invector on Mar 30, 2017 16:18:30 GMT
I bought the shooter on the asset store yesterday, at the time there was no update price mentioned so I bought it at 75 dollars. I did not realise there would be a discount, is it possible to get the discount refunded?.. Also I need to adjust left hand IK when equiping a pistol, is there way to adjust the left hand IK without interfering with the overall defaultequip position for the right hand IK? Ouhhh man, we post everywhere about the upgrade prices, we send emails to everybody on our list twice to inform about it, we answer this question a bazillion times on both forums months before the release and we're still getting emails asking about it, you should ask us before making the purchase. Refund has become a complicated matter because even if we give you your money back, there is no way to guarantee that you will delete the package from your computer, that's why we very rarely accept refund requests. About the left IK, take a look into this video tutorial:
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Post by jgiroux on Mar 30, 2017 20:17:48 GMT
Greetings Invector team!!
awhile back I posted about how to unequip all weapons currently in hand. You quickly showed me a screenshot how you can just use a button to unequip all, however that was on the actual "equip" UI when you click the Open Inventory button you assigned.
however I asked because for my Vehicle Add-On, I have this one small issue that I cannot seem to find an easy fix within your code. what I am trying to accomplish is when using my Vehicle Add-On,if you have a weapon equipped while hitting the keycode to enter the vehicle, they enter it with weapon still in hand, which looks....odd.
id like for when the enter vehicle is activated, I can call by script a way to unequip any weapon currently in hand (without having to manually have the player do it first themselves.
is there some public function I can call to unequip? or would I have to make one myself?
Thanks again! this system rocks!!
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Post by uberwiggett on Mar 30, 2017 20:52:51 GMT
I think he meant refund the difference between upgrade price and full price, rather than refund the whole thing
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rams
New vMember
Posts: 16
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Post by rams on Mar 30, 2017 21:28:10 GMT
Yes, uberwiggett is right. Why would I refund something I voted as best in asset store?.. FYI when the Shooter came up on the asset store, I think Unity must of been to slow to put the upgrade button on the asset, so I would of just paid $20 because I have Melee asset. So I bought it for $70 'cause that was the only option at the time. I've been waiting in anticipation for this, like you say over a year... If the $50 refund is too much hassle I would accept other assets you might have or could give for same value if possible.
Thank you.
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Post by Legion on Mar 31, 2017 1:24:54 GMT
Too many complaints about the price! Haha, in Europe the template costs almost $87. But I think it's very worthwhile, it saved us a lot of work, although, we'll have to redo some things, Mass Effect Andromeda includes many ideas, such as the "jetpack" and the scanner, which we used and now would seem like a copy xD
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Post by geekcats on Mar 31, 2017 1:39:44 GMT
Invector,
Is it possible avoid friend fire? Like some games when you aim in a friend, then shoot button is disabled and the aim turn green?
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ashyb
New vMember
Posts: 24
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Post by ashyb on Mar 31, 2017 8:53:05 GMT
Hey invector, awesome package. Very impressive so far. Curious, there's no turn on spot animation when aiming a shooter weapon? Also, any plans to add fire from the hip? Just want to know before i go a head and implement it myself. I dont mind implementing what i want myself just dont want to put something in then see it in an update later. One other thing, what you have made here is fantastic and i can already see a million people asking "can you put in blah blah so i can do .etc". I really hope it doesnt end up bloated, solution-for-everything like opsives (which is good and all but yeah) full of a thousand different options you'll never use. Promise me anything you add make it modular/separate script which i can just not add if i dont want it. I kinda feel like its already starting to head that way with the "top down" and "lock on" stuff Fantastic product. Keep up the good work.
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Post by Invector on Mar 31, 2017 13:57:02 GMT
Greetings Invector team!! awhile back I posted about how to unequip all weapons currently in hand. You quickly showed me a screenshot how you can just use a button to unequip all, however that was on the actual "equip" UI when you click the Open Inventory button you assigned. however I asked because for my Vehicle Add-On, I have this one small issue that I cannot seem to find an easy fix within your code. what I am trying to accomplish is when using my Vehicle Add-On,if you have a weapon equipped while hitting the keycode to enter the vehicle, they enter it with weapon still in hand, which looks....odd. id like for when the enter vehicle is activated, I can call by script a way to unequip any weapon currently in hand (without having to manually have the player do it first themselves. is there some public function I can call to unequip? or would I have to make one myself? Thanks again! this system rocks!! We're actually working on something to hide/unequip weapons if you're doing a action, I will let you know as soon as we finish j Yes, uberwiggett is right. Why would I refund something I voted as best in asset store?.. FYI when the Shooter came up on the asset store, I think Unity must of been to slow to put the upgrade button on the asset, so I would of just paid $20 because I have Melee asset. So I bought it for $70 'cause that was the only option at the time. I've been waiting in anticipation for this, like you say over a year... If the $50 refund is too much hassle I would accept other assets you might have or could give for same value if possible. Thank you. I will send you a PM, let's figure something out Invector, Is it possible avoid friend fire? Like some games when you aim in a friend, then shoot button is disabled and the aim turn green? Sure, just don't add your CompanionAI layer into the AimTarget Layer. Hey invector, awesome package. Very impressive so far. Curious, there's no turn on spot animation when aiming a shooter weapon? Also, any plans to add fire from the hip? Just want to know before i go a head and implement it myself. I dont mind implementing what i want myself just dont want to put something in then see it in an update later. One other thing, what you have made here is fantastic and i can already see a million people asking "can you put in blah blah so i can do .etc". I really hope it doesnt end up bloated, solution-for-everything like opsives (which is good and all but yeah) full of a thousand different options you'll never use. Promise me anything you add make it modular/separate script which i can just not add if i dont want it. I kinda feel like its already starting to head that way with the "top down" and "lock on" stuff Fantastic product. Keep up the good work. We try to add but in the end the root motion and the turn was messing with the gameplay, it doesn't feel right so we remove to make it smoothier. I was actually surprise to see that Rise of Tomb Raider also doesn't have aim+turnonspot lol, Lara just slides then aiming and turning, and since the camera goes to the sholder, you play the hole game without noticing - that make me feel better lol But yeah we don't have plans to add this anytime soon.
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Post by jgiroux on Mar 31, 2017 14:06:04 GMT
One other thing, what you have made here is fantastic and i can already see a million people asking "can you put in blah blah so i can do .etc". I really hope it doesnt end up bloated, solution-for-everything like opsives (which is good and all but yeah) full of a thousand different options you'll never use. I too would like to chime in, as I mentioned in a previous post, I too worry that too many features that are more or less easy to implement yourself with some research may make it into this system. causing uneccessary "bloat" for instance.
swimming? I mean...why>? if you cannot (as a designer) implement your own animation parameters and triggers, maybe game development isn't for you at the moment? (not trying to be mean, but it seems a lot of designers want to "buy a few assets, put them all together and call it a game, with hardly any personal touches or editing) climbing? another feature often requested, but again easy enough to implement yourself. etc.
the shooter, that was necessary because obviously with inventory, and weapon holders, and IK, etc, that would have been a huge undertaking. So that was a fantastic addition.
but just from browsing the Add-Ons, we have flying FPS minimaps vehicles armor systems etc.
I urge you to reconsider "product" bloat. if anything I would like to see Invector invest their time in things they would be better at doing,
1) bug fixing/ refining what is there 2) other asset pack implementations. (since you guys know your code best!) 3) more video tutorials
again, im not trying to keep these awesome ideas from being implemented, but I think the community here can pick up these ideas for you. I will likely myself be releasing a "swimming" add-on + video tutorial soon on how to add new animations/triggers and parameters for creating new animations (climbing, swimming, etc)
EDIT:I want to clarify, that I *love* this asset,and if they decide to do whatever i support, but the reason for me that its the perfect controller is that its smooth, fluid and easy to implement system. its above all else. and partly the reason is that it doesn't try to cater everything under the sun to try and get massive sales, i mean all anyone really needs is a *character controller* the other half of course is just the awesome customer support and friendliness of this team.
most common features nobody wants to do themselves.
main controller shooter templates melee templates magic user/spell casting templates
and you guys have done top 3 out of 4 already! I just want to see you guys improve on these. now....
spellcasting template on the other hand....lol. mmmmmm.... if you guys threw that into your next big endeavor (again as you have done with shooter, making it a template expansion if you will, and available only if you need it) I would personally send you a care package of your favorite drinks.
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Post by jgiroux on Mar 31, 2017 14:27:34 GMT
We're actually working on something to hide/unequip weapons if you're doing a action, I will let you know as soon as we finish Thanks! that's exactly what we need! even for the default stuff, since my dad always warned me that climbing up onto things with a weapon in hands...just isn't practical ;)
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