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Post by narrenschlag on Oct 28, 2018 16:10:02 GMT
My arrows don't care if i have charged the bow or not. They just fly the same way. Why?
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Post by shadex on Oct 29, 2018 5:14:57 GMT
My arrows don't care if i have charged the bow or not. They just fly the same way. Why? Because you don't have phsyic's enabled for the arrow
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Post by narrenschlag on Nov 5, 2018 19:03:21 GMT
My arrows don't care if i have charged the bow or not. They just fly the same way. Why? Because you don't have phsyic's enabled for the arrow How do I activate physics for the arrow?
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Post by shadex on Nov 6, 2018 20:32:34 GMT
Because you don't have phsyic's enabled for the arrow How do I activate physics for the arrow? Use Gravity on the Rigidbody component
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Post by narrenschlag on Nov 6, 2018 20:40:44 GMT
How do I activate physics for the arrow? Use Gravity on the Rigidbody component It is activated...
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Post by shadex on Nov 6, 2018 20:49:00 GMT
Use Gravity on the Rigidbody component It is activated... Then make sure Is Kinematic is not checked, and then play with the variables. You should visibly see the arrow arcing down. Check out the grenade in shooter for reference. If you messed with the force of the shot at all, you'll want to re calibrate it, since i'm pretty sure it uses force to move the arrow.
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Post by narrenschlag on Nov 9, 2018 20:04:39 GMT
Ok the grenade was a nice idea. But the damage over Range doesn't work neither.
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Post by Invector on Nov 11, 2018 11:51:56 GMT
The charge won't change the Velocity and Drop Off values, you will need to create verification to increase those values if you charged the attack exclusively for the bow because shooter weapon don't need I think
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Post by narrenschlag on Nov 14, 2018 20:24:51 GMT
The charge won't change the Velocity and Drop Off values, you will need to create verification to increase those values if you charged the attack exclusively for the bow because shooter weapon don't need I think How to do that? Iam sorry for all the questions.
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Post by shadex on Nov 14, 2018 20:35:08 GMT
The charge won't change the Velocity and Drop Off values, you will need to create verification to increase those values if you charged the attack exclusively for the bow because shooter weapon don't need I think How to do that? Iam sorry for all the questions. By coding it. It's going to be a game specific thing. You'll probably want to start by overriding the charge attack function on the bow. You'll most likely want something like chargeDamage = (chargeDamage + (chargeRate * Time.time)); and chargePower that you set the force of the shot.
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Post by narrenschlag on Nov 15, 2018 20:21:51 GMT
How to do that? Iam sorry for all the questions. By coding it. It's going to be a game specific thing. You'll probably want to start by overriding the charge attack function on the bow. You'll most likely want something like chargeDamage = (chargeDamage + (chargeRate * Time.time)); and chargePower that you set the force of the shot. It's so diapointing. I don't find where to change and what to change to get it work. :(
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Post by shadex on Nov 17, 2018 20:19:43 GMT
By coding it. It's going to be a game specific thing. You'll probably want to start by overriding the charge attack function on the bow. You'll most likely want something like chargeDamage = (chargeDamage + (chargeRate * Time.time)); and chargePower that you set the force of the shot. It's so diapointing. I don't find where to change and what to change to get it work. :(
You want to look on the projectile. You'll need to look at the code. From the look of it, you'll need to write your own projectile code. Something that uses unity's physic's system and force. You can grab the player's animator value "PowerCharger" to figure out the current charge (goes from 0 to 1.1 depending on how long you hold the charge). My suggestion is to google physic's projectile unity, and find a small 15 min tutorial creating a physic's projectile, then add your PowerCharger code in as whatever variable they have for projectileSpeed. Or just steal the code off the unity API.
As for not knowing where to start and feeling disappointed... Go read the comments of all the scripts also called components on all of the player. It will take you an hour or two, but even with no coding, you'll understand how much of the system works. Then the next time you don't know where to start, you'll know if it's on the character or not. If it's not on the character, it's almost always going to be on the object (gun, sword, bow, projectile, enemyAI) that is involved. IE sword damage is on the sword, so to modify sword damage you look on the sword.
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