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Post by orionuk on Sept 30, 2017 3:16:40 GMT
Hey NukeRasberry, given all of the above...what do you make of this?
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Post by Deleted on Sept 30, 2017 11:13:51 GMT
That I think, is the way to go!!! :D
Cheers! NukeRasberry
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Post by orionuk on Sept 30, 2017 12:02:15 GMT
That I think, is the way to go!!! :D Cheers! NukeRasberry At least I found out what the standard assets errors were all about ...and how to fix them.... Who would have thaught a TUTORIAL video would teach me how to fix errors right?
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Post by Deleted on Sept 30, 2017 14:25:33 GMT
That I think, is the way to go!!! :D Cheers! NukeRasberry At least I found out what the standard assets errors were all about ...and how to fix them.... Who would have thaught a TUTORIAL video would teach me how to fix errors right? Exactly :D !!!!! Cheers! NukeRasberry
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Post by danielmalencar on Oct 2, 2017 23:48:00 GMT
FIX TO SHOOTER MELEE 1.1.2 VERSION:
///////////////////////////////////////////////////////////////////////////////////////////// ERROR NullReferenceException: Object reference not set to an instance of an object Invector.CharacterController.v_car_camera_control.LateUpdate () (at Assets/VehiclesAddOn/Core Files/scripts/InvectorPlayer/v_car_camera_control.cs:42) ///////////////////////////////////////////////////////////////////////////////////////////////
In v_car_camera_control.cs replace:
#region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregion
WITH THIS:
#region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
if(tpCamera==null)
return; tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregion
AND
REPLACE: void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
return;
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();
WITH THIS:
void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();
Thanks.
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Post by orionuk on Oct 3, 2017 6:32:37 GMT
FIX TO SHOOTER MELEE 1.1.2 VERSION: ///////////////////////////////////////////////////////////////////////////////////////////// ERROR NullReferenceException: Object reference not set to an instance of an object Invector.CharacterController.v_car_camera_control.LateUpdate () (at Assets/VehiclesAddOn/Core Files/scripts/InvectorPlayer/v_car_camera_control.cs:42) /////////////////////////////////////////////////////////////////////////////////////////////// In v_car_camera_control.cs replace: #region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregionWITH THIS: #region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
if(tpCamera==null)
return; tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregionAND REPLACE: void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
return;
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();WITH THIS: void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();
Thanks.--------------------------------------------- You sir..yes YOU!...THANK YOU I barely know what I am doing when it comes to scripting so i will await the view of others, rather than get something wrong and think it does not work when its me that knows so little atm!, I get it's a simple copy & paste but its the warnings after i might get that i wont know what to do with But, thank you for your time on that as I really want this up and running again...I assume it is for the last release in the thread? (AllVehicleAdd-On_ShooterMelee_Update4-20.unitypackage)
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Post by lvampirel on Oct 3, 2017 6:32:53 GMT
I cant seem to get the helicopter script working a custom model
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Post by orionuk on Oct 3, 2017 6:47:48 GMT
DANG!... SO tired I did not notice it was for 1.1.2... I have Update4-20, so if this works i will be DOWN grading from a broken addon to a more stable but out of date one...better than nothing i guess!... lol Is 1.1.2 still the current version in the FIRST link then?, and are ppl ignoring the update on page 5 due to lack of Dev activity/stabillity issues? Surely i should not get those errors simply importing the addon? Surely it Should be and 'out of the box' comfy/working experience running the demo file! ...Maybe if i try to build from scratch i could understand it being user error then! ... Wonders how to proceed
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Post by orionuk on Oct 3, 2017 7:42:20 GMT
Oh dear!.... It would seem I have been importing the scripts from the wrong folder all this time! Although i would have thought importing the package for the FIRST time would not result in errors & press play on demo and it runs from a clean install, still there is much for me to learn! Just feels like the first thing you see should be a working demo scene after pulling in the addon. I thought i was meant to use the scripts from standard assests!..but it 'seems' like you install standard assets and THEN copy the files from the scripts in the Core files folder... so basically a misunderstanding of how it all works by someone new to the script part of Unity.
i hope i did not offend in my innocence! All this confusion to me on what seems a simple process just says one thing to me now... get some sleep and stop pulling too many all nighters as i am not as young as i use to be and my brain cant take so many hours of focus on something new to me!....I dunno how you devs/programers do it night after night! I was prob too enthusiastic lol, i saw the demo video and just assumed it would be a couple of clicks away from making Resident Evil 8 😂😂😂 ...then i FINALLY came across the scripts in the addon package! Oh well, leave my embarresment here as it will help other 'newbies' of Unity to learn from my mistakes! On the brighter side, i have gained a better understanding of Unitys 'innards' lol
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Post by danielmalencar on Oct 4, 2017 5:10:54 GMT
FIX TO SHOOTER MELEE 1.1.2 VERSION: ///////////////////////////////////////////////////////////////////////////////////////////// ERROR NullReferenceException: Object reference not set to an instance of an object Invector.CharacterController.v_car_camera_control.LateUpdate () (at Assets/VehiclesAddOn/Core Files/scripts/InvectorPlayer/v_car_camera_control.cs:42) /////////////////////////////////////////////////////////////////////////////////////////////// In v_car_camera_control.cs replace: #region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregionWITH THIS: #region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
if(tpCamera==null)
return; tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregionAND REPLACE: void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
return;
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();WITH THIS: void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();
Thanks.--------------------------------------------- You sir..yes YOU!...THANK YOU I barely know what I am doing when it comes to scripting so i will await the view of others, rather than get something wrong and think it does not work when its me that knows so little atm!, I get it's a simple copy & paste but its the warnings after i might get that i wont know what to do with But, thank you for your time on that as I really want this up and running again...I assume it is for the last release in the thread? (AllVehicleAdd-On_ShooterMelee_Update4-20.unitypackage) This is for the last release (the last release is on FIRST PAGE) This is AllVehicleAdd-On_ShooterMelee V3 + Third Person Shooter Controller 1.1.2
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Post by orionuk on Oct 14, 2017 19:43:27 GMT
danielmalencar, Thank you very much ;) Success....in getting no errors with initial addon setup anyway, Now I just need to understand how to fix this 'not an instance of a reference' issue! As in work out where i am meant to drag he right file FROM (now I can understand the console errors a bit better! Been reading like a book worm today...did not understanmd a lot but enough to get a working base going once ilearn a litle more on coding/errors) But at least i now have a slightly better undersanding of where I have been going wrong! My issues is not knowing from where i need to drag the required/missing asset in order to drop it in he correct 'slot'! Lets say something is missing, do i drag and drop to the Inspector window from Hierarchy/scene list or from the projects folder when something is missing (Object reference not set to an instance of an object)?
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Post by orionuk on Oct 15, 2017 4:17:44 GMT
Wow, I have SO much to learn!.... Turns out I was adding the TPC and not the CAR Prefab!...Seems to be running with out errors, atm! So no errors on play BUT, I think i lost my keys as i cant open the car door! lol, But am sure if i watch the vehicle setup video again that will resolve! Dont want to speak too soon, but i think this noob's getting the hang of it! :P
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Post by Legion on Oct 25, 2017 20:59:01 GMT
Does someone know why our player makes the vehicles go crazy? It's working with the default character, but not ours; at first we thought it could be FinalIK, but nope.
Edit: It's happening the moment the player gets into the car, opens the door well, but once the "enter" animation starts, character pushes the car to the right of it (player front) and everything goes crazy. No errors in the console.
Edit2: Ok, is the ragdoll component, but no idea how to fix it, if "Disable Colliders" is checked in vRagdoll.cs, works without problems, but hit detection...
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Post by magique on Nov 3, 2017 17:22:58 GMT
Does this support a first person in-car view out of the box?
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Post by rocco on Nov 20, 2017 19:27:48 GMT
hey .. I have problems with the CarUserControl script ..
using Invector.CharacterController; using Invector; will not be accepted and public V_CarControl carcontrol; is not recognized
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