r3al
New vMember
Posts: 8
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Post by r3al on Sept 19, 2018 23:44:09 GMT
I'm looking to adjust the speed of the controller based on the weapon the character is holding. I'm currently looking at the locomotion type and wondering if I could add to this. Basically I'm looking for the easiest and cleanest way in order to minimize the amount of scripts I need to modify with each new Invector optimization update. I already have a few changes I wasn't able to work around via overrides and such. FYI... I'm not using Rootmotion. I realize it would solve this issue but it presents other problems. I'm not looking for realism or anything just something that is passable in order to get the game out the door
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Post by shadex on Sept 20, 2018 2:08:51 GMT
I'm looking to adjust the speed of the controller based on the weapon the character is holding. I'm currently looking at the locomotion type and wondering if I could add to this. Basically I'm looking for the easiest and cleanest way in order to minimize the amount of scripts I need to modify with each new Invector optimization update. I already have a few changes I wasn't able to work around via overrides and such. FYI... I'm not using Rootmotion. I realize it would solve this issue but it presents other problems. I'm not looking for realism or anything just something that is passable in order to get the game out the door Easiest way is to make a parameter (float i think) in the animator for speed, and on locomotion states and attack states (if you want to control attack speed) click the parameter check box, select speed, and make sure the parameter in the animator is set to 1 (0 freezes all aniamtions) and simply add a script on the weapon to change that number.
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r3al
New vMember
Posts: 8
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Post by r3al on Sept 20, 2018 4:59:21 GMT
Heredity, thank you for the quick response. That does sound like a quick solution. I'll give it a go. Thanks again!
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r3al
New vMember
Posts: 8
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Post by r3al on Sept 21, 2018 4:01:51 GMT
Well after looking into it further I found references for the motor script from vMoveSetSpeed script. This script appears to do everything I need. I just had to add it to my character. I'm not sure if it's added by default or via the character builder tool because I've been building my characters manually for testing purposes. You have to add all of your MoveSet_ID values to it ( including default state: 0 ). I guess Invector thought ahead. Thanks. It couldn't have been easier.
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