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Post by Invector on Jun 3, 2021 15:15:21 GMT
When I use the Parachute add on it auto rolls and cancels the Parachute. Any idea why and how to fix? The exit parachute state is the Roll animation you can change to 'LandSoft' for example
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Post by Yort_Draeb on Jun 4, 2021 14:18:49 GMT
When I use the Parachute add on it auto rolls and cancels the Parachute. Any idea why and how to fix? The exit parachute state is the Roll animation you can change to 'LandSoft' for example So when I pull the Parachute. He auto rolls right after. Sometimes if I keep repulling the Parachute a million times he will finally use it.
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Post by Invector on Jun 4, 2021 16:31:50 GMT
The exit parachute state is the Roll animation you can change to 'LandSoft' for example So when I pull the Parachute. He auto rolls right after. Sometimes if I keep repulling the Parachute a million times he will finally use it. Make sure to create a Exit transition from the Parachute State to the Exit State, otherwise it will exit the Parachute and go to the default animation, which is Roll by default. Every Action needs one to Exit this SubMachineState and return to the Locomotion
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Post by Yort_Draeb on Jun 4, 2021 21:35:35 GMT
So when I pull the Parachute. He auto rolls right after. Sometimes if I keep repulling the Parachute a million times he will finally use it. Make sure to create a Exit transition from the Parachute State to the Exit State, otherwise it will exit the Parachute and go to the default animation, which is Roll by default. Every Action needs one to Exit this SubMachineState and return to the Locomotion Yes every action has a transition to exit.
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Post by kingceryn on Jun 5, 2021 6:41:32 GMT
Make sure to create a Exit transition from the Parachute State to the Exit State, otherwise it will exit the Parachute and go to the default animation, which is Roll by default. Every Action needs one to Exit this SubMachineState and return to the Locomotion Yes every action has a transition to exit. This happened to me if i had the parachute master game object disabled on start. just added an vEventWithDelay to disable it a half a second after start
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Post by Yort_Draeb on Jun 5, 2021 7:32:02 GMT
Yes every action has a transition to exit. This happened to me if i had the parachute master game object disabled on start. just added an vEventWithDelay to disable it a half a second after start thank you. I have to have it disabled so sound like my issue too
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Post by Yort_Draeb on Jun 5, 2021 9:19:42 GMT
Yes every action has a transition to exit. This happened to me if i had the parachute master game object disabled on start. just added an vEventWithDelay to disable it a half a second after start what were your steps you made? I know its probably very simple but im still having the issue so im wanting to make sure I did everything to the t and didn't choose the wrong object or something
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Post by chrisoat on Jun 11, 2021 10:26:11 GMT
Hi, can we have the option "dont exit aim mode on reloading when aim button is stil pressed" ? Thanks!
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Post by kingceryn on Jun 18, 2021 15:47:38 GMT
This happened to me if i had the parachute master game object disabled on start. just added an vEventWithDelay to disable it a half a second after start what were your steps you made? I know its probably very simple but im still having the issue so im wanting to make sure I did everything to the t and didn't choose the wrong object or something I just have an vEvent on set the CanUseParachute bool to "true", on the ParachuteController, when i have my parachute item equipped, and false when not.
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lngk
New vMember
Posts: 5
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Post by lngk on Jul 8, 2021 3:35:50 GMT
The bow charge issue you just need to assign this event in the shooter weapon: Now the IK issue I never seen this issue before, quite strange... I'm not sure how to help you since I never got this bug before. If you want, send us your project at inv3ctor@gmail.com (just the necessary files to reproduce the bug) I downloaded default third person shooter controller, changed nothing and everything was setup as you but bow still not charging. Using bow with a fast click do same damage as charging fully. Somehow this information is not passed through the event and nothing changes. Speed of the arrow is also same, doesn't matter if you have 0.1 or 1 charge. Always go at max speed and do max dmg How to fix that? I want the bow to be less accurate, slower arrow speed and do less damage if it is not completely charged but didn't find a way without changing the code. I was wondering if there is an already implemented way to do so as everything indicates it is. Way to reproduce, import 3rd person shooter controller and go to shooter demo scene. I tried with different scenes and happen the same. My purpose is to use it in top down addon and it is happening the same on there Did you ever find a solution to this?
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Post by haroongamepace on Jul 28, 2021 6:09:29 GMT
Hi, all I am facing an issue my character can only equip 3 items at a time (means 3 slots to change weapons at runtime), but I want it to equip all items in inventory. Help needed?
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Post by game4fun on Jul 28, 2021 23:04:42 GMT
Guys can you help me please ) Does anyone know how to make a Flamethrower with ammo counter?
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Post by alexander13 on Aug 10, 2021 0:37:33 GMT
Hello! Is it possible to make a waypoints work for a Thirdpersoncontroller like for AIcontroller? So I need to make my character walk automatically, but aim and shooting manually. I found that waypoint system is works well for AI, so is it possible to use it in this way?
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subt
New vMember
Posts: 4
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Post by subt on Aug 26, 2021 17:47:44 GMT
Hello, I am developing on mobile and have been using your mobile scene as a reference. I have noticed an issue with the Bow and Hipfire (on mobile at least). The issue is this if you have always aim turned off and hipfire on when you click the mobile control which has a button and vJoystick on it the hipfire will register the first press (button down) as though you have made a shot, however the bow does not fire until you release it..on the up. This has the unfortunate consequence of causing your character to cancel the bow in mid aim due to the hipfire aim time kicking in. After which you will not be able to fire at all. It is not a solution to increase the aim time either, I want to have full rotation of the camera around the character when not aiming which you should when not aiming. Also a related thing is after using a Shooter Weapon, bow, or whatever, your character will be locked to the cameras rotation, which is due to the always aim being on, which led me to find the issue above. Is there anyway for me to have hipfire trigger on the release (button up) for the bow?
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subt
New vMember
Posts: 4
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Post by subt on Aug 26, 2021 19:37:57 GMT
So I have tested further and wrote some code to make sure about alwaysaim. I slapped this on the Shoot GameObject so that everytime a shooter weapon became active it would turn on alwaysaim and everytime it deactivates turn it off. It doesn't fix the problem however the player rotation still gets locked to the camera rotation after using a shooter weapon. :( Here is the code I used to test this.
public class ToggleAlwaysAim : MonoBehaviour { [SerializeField] private vShooterManager vSM;
private void OnEnable() { vSM.alwaysAiming = true; } void OnDisable() { vSM.alwaysAiming = false; } }
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