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Post by Invector on Jun 30, 2020 18:43:57 GMT
Check the shooter demo scene, there is a enemy set up there and to make it more precise we use the colliders from the Ragdoll using the layer "BodyPart" to hit instead of the main Capsule Collider with the layer "Enemy" OK I figured it out, seems my AI enemies were not created with ragdoll components. Added this and it works great! Another issue now is I have another enemy type on scene which I need to create a ragdoll for but it needs middle spine assigning. When trying to drag the spine or select from menu it wont add it into the hierachy. What could be the reason for this? Is there another way to create a ragdoll? Select your Character FBX and check the Rig tab > Configure: Now make sure that the middle spine bone is assign, if not just drag and drop the bone it's closest to be the middle spine
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Post by owlandfox on Jun 30, 2020 21:27:24 GMT
Fantastic! That all works great
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Post by owlandfox on Jul 4, 2020 18:20:17 GMT
I am using timeline for my cutscenes and want to disable headtrack when timeline is playing. I tried to use a signal to send the vHeadtrack.disable and vHeadtrack.enable messages to main character but didnt work?
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eldv
Junior vMember
Posts: 47
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Post by eldv on Jul 23, 2020 0:51:48 GMT
Try this
in your Hierarchy Click on Gameplay UI or it may be called EMM...... (forgot what it's called)
In the Inspector look at UI Controller and look for "Pause Game and UI Events".
Add these to Pause Game and UI Events OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then tick the box OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then tick the box THEN ADD OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then Do Not tick the box OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then Do Not tick the box
It's late but I can clarify tomorrow but this should work.
Pixel Crusher (Dialogue System or Quest Machine) has a really good Invector Intergration and it works with EMM. Quest Machine Input Manager is Way Better an also adds a pause script to it's Invector Chararater Demo Scene. I ended up not needing Quest Machine "$35" but it handles Pause WAY better then what I showed You above.
I have EMM working Perfectly in 2019.3.3 and I spent many nights and tears getting it that way.
I ended up only needing it for Easy's Main Menu and Gameplay UI for Scene Changes, I disabled "unticked" all of Gameplay UI functions except Load Game manager and use
(that eliminated Escape Key Conflicts with EMM and Dialogue Machine or Quest Machine). I wanted the Escape Key and I ended up needing Quest Machine or Dialogue System for another Key conflict. I Will never actually use Dialogue System or Quests but the Invector intergration saved my ass.
Anyway, let me know if You need more help.
Tried Custom scripts but the Pause on and off was problematic. What You see in the video required Easy Main Menu, Pixel Crushers Dialogue Manager and their "Extras" Menu System in the Main Menu Hierarchy and JUST GamePlay UI "with everything disabled except Load Game manager in Every Scene. Change Menu System default Cancel button for Pause to Escape. Easy Main Menu's "Gameplay UI won't know I hit Escape since it no longer controls Pause for me."
I needed pixel Crushers Dialogue System with Invector Integration to get Change Scene Portal working "green box in my video". I comes with EMMScenePortal.cs which handles changing scene and uses Easy Main Menu's Loading Screen between scenes.
Did not need Quest System but if I have any snags with UI and Pause again I will use it, it has a gagillion other Event drag and drop functions I could use for audio, UI's,save load plus it's intended purpose.
The Pros would find an easier way but I can't even code "Hello World".
Made a video of Easy Main Menu and Invector Pixel Crushers integration and their "Extra" Save Menu. I need to Beautify the Save Load Menu then add it to my game.
Youtube Video of my edited Easy Main Menu with Pixel Crushers Invector Demo Scene
R
Thank you for posting this. Creating a pause menu with the Invector Melee Combat controller was giving me mono!! No longer necessary to keep banging my head against the wall. It seems that Easy Main Menu has an integration with Invector now, and although is a little outdated, the errors it does generate are easily fixed (primarily adding a 'v' to the beginning of a few namespace items and updating the name of a variable). I just ran the demo scene and it worked like a charm. The only other caveat would say, if you are using URP is to remember to change the EMM camera type to Overlay and add it into the vThirdPersonCamera camera stack.
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Post by jonpark on Aug 4, 2020 8:56:47 GMT
Hey everyone. Sorry I am new to this site and new to game development, not sure if this is the correct place to ask for help. I have a game due very soon and all I need to finish is the Enemy AI. Although when I use the Basic Enemy AI shortcut, and I enter playmode, the enemy just runs around in circles and doesn't attack. When I went into the demo and changed the fbx model to my own, it worked perfectly fine. I feel as though he is attatched to the octagon and when i remove it he does the same thing
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Post by chairiko on Aug 4, 2020 16:56:06 GMT
Hey everyone. Sorry I am new to this site and new to game development, not sure if this is the correct place to ask for help. I have a game due very soon and all I need to finish is the Enemy AI. Although when I use the Basic Enemy AI shortcut, and I enter playmode, the enemy just runs around in circles and doesn't attack. When I went into the demo and changed the fbx model to my own, it worked perfectly fine. I feel as though he is attatched to the octagon and when i remove it he does the same thing Did you bake your navmesh?
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eldv
Junior vMember
Posts: 47
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Post by eldv on Aug 10, 2020 13:56:27 GMT
Hey everyone. Sorry I am new to this site and new to game development, not sure if this is the correct place to ask for help. I have a game due very soon and all I need to finish is the Enemy AI. Although when I use the Basic Enemy AI shortcut, and I enter playmode, the enemy just runs around in circles and doesn't attack. When I went into the demo and changed the fbx model to my own, it worked perfectly fine. I feel as though he is attatched to the octagon and when i remove it he does the same thing What Chairiko said: Don't forget to bake your navmesh, otherwise the AI won't know where to go. There is a video tutorial on the Invector channel on YouTube that goes over the basics of enemy and companion AI. They address this issue in particular. I hope that helps.
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Post by kingceryn on Aug 19, 2020 10:41:02 GMT
Hey all- getting an animator error when I jump, If I'm in the "falling" state, and pressing a direction, the player falls normally- but If when I release the jump key, when the Falling animation state loops, it stops the forward momentum of the character.
If i hold it down it works fine, but if i let it go while falling, a soon as the animation loop restarts I freeze and fall straight down instead. can't quite figure out whats causing it
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Post by Invector on Aug 19, 2020 14:55:12 GMT
Hey all- getting an animator error when I jump, If I'm in the "falling" state, and pressing a direction, the player falls normally- but If when I release the jump key, when the Falling animation state loops, it stops the forward momentum of the character. If i hold it down it works fine, but if i let it go while falling, a soon as the animation loop restarts I freeze and fall straight down instead. can't quite figure out whats causing it It's the LandLow animation, it uses a CustomAction AnimatorTag to stop the character between 0.1 and 0.35 of the animation. You can lower this value or remove it but the character will 'slide' a bit
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Post by kingceryn on Aug 19, 2020 16:33:43 GMT
Hey all- getting an animator error when I jump, If I'm in the "falling" state, and pressing a direction, the player falls normally- but If when I release the jump key, when the Falling animation state loops, it stops the forward momentum of the character. If i hold it down it works fine, but if i let it go while falling, a soon as the animation loop restarts I freeze and fall straight down instead. can't quite figure out whats causing it It's the LandLow animation, it uses a CustomAction AnimatorTag to stop the character between 0.1 and 0.35 of the animation. You can lower this value or remove it but the character will 'slide' a bit Hey, so i actually tried tweaking this but it doesnt seem related to the landing animations. Its the Falling state, I have a bunch of double jumps i use to test and basically the Falling animation, no matter what i put in it and check or uncheck for root transform options, etc, Is basically just stopping all XZ transform when the loop starts again, if there no input magnitude. As in its not carrying the momentum when the animation loops. It's definately the falling state, it happens way up in the air, nowhere too close to the ground. But down there as well
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Post by chanse on Sept 8, 2020 6:08:53 GMT
Hey everyone,
I've searched everywhere and have not found an answer; apologize if I should miss the answer on the forum, I swear I searched and read a lot of the pages.
Setup;
I have a shootermelee (player) setup. Everything seems to work fine shooting at prefab boxes, props, etc.
I made a melee enemy AI. At first it looks like everything is great, shot him, killed him, etc. But when I go on a longer range (using a sniper); he is not getting hit. I created another AI Enemy... nothing. I don't have the AI Template, just the one that came with the Shooter Template. Any help would be great. So far, the best Asset I purchased and very easy to learn. Thanks!
Chanse
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Post by Invector on Sept 8, 2020 11:41:51 GMT
Hey everyone, I've searched everywhere and have not found an answer; apologize if I should miss the answer on the forum, I swear I searched and read a lot of the pages. Setup; I have a shootermelee (player) setup. Everything seems to work fine shooting at prefab boxes, props, etc. I made a melee enemy AI. At first it looks like everything is great, shot him, killed him, etc. But when I go on a longer range (using a sniper); he is not getting hit. I created another AI Enemy... nothing. I don't have the AI Template, just the one that came with the Shooter Template. Any help would be great. So far, the best Asset I purchased and very easy to learn. Thanks! Chanse It's only with the sniper or any weapon at a longer distance?
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Post by chanse on Sept 8, 2020 18:06:15 GMT
All weapons at a longer distance. I went back to some of my previous versions and those seemed to work. Might have been something I did as I trial and error through the project. Was pretty frustrated.
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Post by gwm0130 on Oct 26, 2020 10:53:46 GMT
I created a clean project to import the new shooter template into. I tested moving between levels with the protals and I got the following error: And the levels then load in sequence from there so that the level with the error then loads future levels like this: It has never done this to me before. Is this a bug or did I do something wrong? Thank you.
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Post by axbaby123 on Oct 26, 2020 22:03:42 GMT
I created a clean project to import the new shooter template into. I tested moving between levels with the protals and I got the following error: And the levels then load in sequence from there so that the level with the error then loads future levels like this: It has never done this to me before. Is this a bug or did I do something wrong? Thank you.
Not an expert but I don't think that is how You load scenes.
Your portal in Scene Level_4 using vLoadLevel or custom load script should be set to load Level_5.
All your Scenes need to be dragged into File/Build Settings "Top Left of Unity" so that it can find the scenes, not placed in the Hierarchy. I think You place them in the Hierarchy if it's an Additive scene only "I could be Wrong about additive scenes".
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