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Post by Invector on Sept 12, 2018 22:25:14 GMT
Official Add-on Stealth Kill by Invector
Stealth Kill Add-on is coming soon and it's... FREE
Animations included and it's all done using the vGenericAction, vTriggerGenericAction, and Events.
* Require Third Person Basic Locomotion v2.5.0 * Require AI Template v1.1.0
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Post by youngyi on Sept 15, 2018 0:41:10 GMT
I love invector forever!!!!~~~~
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Post by ceebeee on Sept 16, 2018 3:50:42 GMT
Nice. Thanks guys.
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Post by Aaron2348 on Sept 16, 2018 7:04:33 GMT
I Thank you Invector so much for this!!
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robz
Junior vMember
Posts: 30
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Post by robz on Sept 18, 2018 15:10:41 GMT
Thanks Invector You guys are great:)
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Post by dottdogg on Sept 18, 2018 17:19:40 GMT
Awesome! Thank you, Invector!
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Post by majestic on Oct 10, 2018 8:23:25 GMT
I can't see this in the Asset Store. Is it still waiting on Unity to approve it?
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Post by gubwe on Dec 18, 2018 9:58:59 GMT
This is pretty cool, i just downloaded it and playing the demo. Was just wondering, is there a way to set multiple stealth kills, like say im holding a gun, can i get it to do a gun attack like hit the ai with the butt of the gun? And then when im unarmed the player can do the choke. Tried to figure it out but im jus not seeing it in my head
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Post by Invector on Dec 18, 2018 15:00:28 GMT
majestic still holding for approval gubwe you could create a new bool variable in the animator controller something like HasWeapon and in the code, you can do something like if(CurrentWeapon != null) animator.SetBool("HasWeapon", true); else animator.SetBool("HasWeapon", false); Then use this condition to enter the gun attack if true and choke if false
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Post by gubwe on Dec 19, 2018 10:20:08 GMT
majestic still holding for approval gubwe you could create a new bool variable in the animator controller something like HasWeapon and in the code, you can do something like if(CurrentWeapon != null) animator.SetBool("HasWeapon", true); else animator.SetBool("HasWeapon", false); Then use this condition to enter the gun attack if true and choke if false Thanks
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Post by toast0fthedead on Feb 3, 2019 2:26:00 GMT
I tried checking it out by using the sample scene in the asset but when i did it was kind of messed up any way to fix this?
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Post by game4fun on Feb 23, 2019 21:52:57 GMT
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Post by bender on Jun 3, 2019 4:39:25 GMT
It seems as if everyone got this to work right off the import. When I play the Demo scene, only the player performs the choke but the "civilian" just stands there. Yes, I do have FSM AI installed (v Beta0.3). Was there anything you guys needed to do to get this working. I did notice the Base Layer always remained in Free Locomotion and the ActionState parameter never changes. Any ideas would be great.
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Post by sjl on Jun 4, 2019 6:35:45 GMT
Alright, I'll add a video to my previous post. Don't really know what else to say. I simply imported the Add-On and that is what I got.
I maybe wrong but it looks like two things possibly... Either the animator for the enemy is not set ... Or ... The tags/layers are not set as player and enemy... That was the issue for me at first...
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Post by bender on Jun 4, 2019 15:20:10 GMT
Good thoughts, I'll give it a go.
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