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Post by sjl on Feb 25, 2019 3:35:09 GMT
Or until you figure out what's going on put // in front of the those lines to comment out those lines and save the scripts ... It will look like this
// Blah blah blah blah blah blah blah //Blah blah blah blah blah blah blah
Putting // will allow the code to be there but not accessed because it's now commented out.
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Post by sjl on Feb 25, 2019 8:06:29 GMT
Ok so after alot of trails and errors I believe I solved the ladder issue now... Player can now easily climb ladders and drive vehicles...But now only two bugs left (that I know of) left to try to fix... #1 axis bug: after exiting glider/crash glider and exit vehicle on an inclined area ( like on a hill) the axis of the vehicle transfers to the player on exit and the player axis does not reset properly... #2 camera bug: every now and then when you rotate the camera the player will rotate with the camera while driving the vehicles.. (restart play mode temporary fix) These two bugs appear to be the most difficult at the moment to resolve.... cant you just set the rotation to 0 when you exit? or when you get into car save the Quaternion values and when exit set your rotation values to that public Quaternion playerRotation;
public void SavePlayerRoation() { playerRotation=this.GetComponent<Transform>().rotation; }
public void SetPlayerRoation()
{
this.GetComponent<Transform>().rotation= playerRotation; } this may be able to do that. how its written you just add it onto the game object that the rotation is messing up. so if its the main one that has the vThirdpersoncontroller on it you place it there. if its the mesh render you place it on the that Game object. Ok I tried to use what you posted but, unfortunately no matter where you put the script it doesn't work.. still stumpped by this one... It seems when the player exits or crashes the glider or exits vehicle the vSMC is under the map and leaving the armature and mesh above the map causing the issue but even at that the the rotation over the vehicle should reset... But do not... Weird...
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nexal
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Post by nexal on Feb 25, 2019 9:15:29 GMT
Ok thanks sjl now I understand and thanks Legion but as I said to sjl I'm not able with the scripts I do not know how to modify the particle system so I'll leave it to those who are good. However I settle one thing and another error arrives, so I pause waiting for there to be updates that I hope will be shared on the scripts. Thank you all
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Post by sjl on Feb 25, 2019 16:44:01 GMT
So.. ok I managed to come up with a solution to the player axis not resetting correctly after getting out of a vehicle on a incline ( like a hill) to a near perfect zero on the x an z axis still a work in progress... Now time to sleep be for I go to work.. have a good day/ night all...
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nexal
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Post by nexal on Feb 25, 2019 17:12:07 GMT
UPDATE: Sjl now that I begin to better understand how the scripts of this add-on are set, I have re-read your editing suggestions and applied them to the scripts. Finally now the camera follows the movement of the mouse and then you can see where you are going with the helicopter in this case. Thanks again sjl.
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Post by sjl on Feb 26, 2019 0:37:26 GMT
UPDATE: Sjl now that I begin to better understand how the scripts of this add-on are set, I have re-read your editing suggestions and applied them to the scripts. Finally now the camera follows the movement of the mouse and then you can see where you are going with the helicopter in this case. Thanks again sjl. Glad to be of some help
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nexal
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Post by nexal on Feb 26, 2019 12:20:17 GMT
Can anything be done to slow down the pilot's climb on the helicopter? In this way it seems too unreal to me. I looked in the script and about the door there is a destroy object, when the pilot goes up but I do not know if you can change and how.
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Post by sjl on Feb 26, 2019 12:43:59 GMT
Can anything be done to slow down the pilot's climb on the helicopter? In this way it seems too unreal to me. I looked in the script and about the door there is a destroy object, when the pilot goes up but I do not know if you can change and how. You will have to look at the animation in the animator you should be able to adjust animation speed there... BUT does that happen every time in play mode? If not then exit play mode restart play mode usually solves small issues like that... Also the position of the sit point may need to be adjusted... The animations will start syncing a bit more by adjusting the ( sit point ) on the helicopter game object...
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nexal
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Post by nexal on Feb 26, 2019 15:12:31 GMT
The seal and the sit point are positioned correctly but only happens with the helicopter because for example with the cars the animation is perfect. If I'm not mistaken, a destroy object intervenes with the script, which eliminates the open door but this function starts too early for me. However, despite the seat being correct, the pilot sits outside the helicopter and not inside.
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Post by game4fun on Feb 27, 2019 0:50:20 GMT
please when you finish can you share fix ? i need this addon so much ))
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nexal
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Post by nexal on Feb 27, 2019 9:50:34 GMT
please when you finish can you share fix ? i need this addon so much )) I am the least indicated because I do not know very well the scripts, however if I can modify for better a script I willingly share it.
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nexal
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Post by nexal on Feb 27, 2019 9:53:36 GMT
The seal and the sit point are positioned correctly but only happens with the helicopter because for example with the cars the animation is perfect. If I'm not mistaken, a destroy object intervenes with the script, which eliminates the open door but this function starts too early for me. However, despite the seat being correct, the pilot sits outside the helicopter and not inside.
My idea is to apply a delay if possible to the "door open" destroy object in such a way that it is time for the pilot to climb, even slowing down the animation.
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Post by sjl on Feb 27, 2019 10:53:36 GMT
The seal and the sit point are positioned correctly but only happens with the helicopter because for example with the cars the animation is perfect. If I'm not mistaken, a destroy object intervenes with the script, which eliminates the open door but this function starts too early for me. However, despite the seat being correct, the pilot sits outside the helicopter and not inside.
My idea is to apply a delay if possible to the "door open" destroy object in such a way that it is time for the pilot to climb, even slowing down the animation. Yes you can try slow the door animation but, the door animation is to play from the ground opening the character then climbs in then door closes... That the animation timing... The reason the cars do it smoothly is that the sit and seat positions are at the same level... But the helicopter the sit is lower than the seat position so the the delay between the player opening the door and the door opening is nearly the exact time difference between the door opening and the player floating up to the seat position... Simply because of the distance of the seat and sit positions.. the same applies with any vehicles if the sit positions to far to the rear of car the same effect happens as the helicopter... Same applies if the sit positions are too high too low or too far forward or too far away... The door animation will be out of sync... I would suggest to tinker bit more with the points if all else fails sure try a delay but do note the original values in case something doesn't work so you can reset them and try again... But as for now I have the sit point nearly level with the sit point so my door and player are synced near perfect...that's why I suggested to mess with the sit/ seat points
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nexal
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Post by nexal on Feb 28, 2019 8:33:57 GMT
Yes, with the two points, seat and sit point, I've already worked on it but you can not do too much. Yet I am convinced that if there were anyone who succeeds in applying a delay to the destroy object of the door in the script, even the sound of closing the door would also be fixed, which is now completely late. I read that you could solve with the inclination problem of the character. I noticed that the character stays tilted when he lands with the glider.
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Post by sjl on Feb 28, 2019 13:22:07 GMT
Yes, with the two points, seat and sit point, I've already worked on it but you can not do too much. Yet I am convinced that if there were anyone who succeeds in applying a delay to the destroy object of the door in the script, even the sound of closing the door would also be fixed, which is now completely late. I read that you could solve with the inclination problem of the character. I noticed that the character stays tilted when he lands with the glider. Yes the inclination of the player I have come up with a way to fix that with the vehicles inclined on the hill so now the player x and z axis are near perfect zero when exiting on an incline... Also fixed the ladder issue caused by the v_car_camera_control script... Now taking a break from it so my brain is on vacation and don't get burnt out lol...
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