|
Post by Yort_Draeb on Mar 6, 2020 9:08:46 GMT
The Vbots have been working hard lately so gave them a bit of time off at to dance, listen to music, and chill out at the bar at CLUB V... (whats a vehicle add-on with out an after party at the club hahaha)
then went to the V AIRPORT and flew around for awhile...
on a side note i'm about 95% done!!! though the jet is not 100% smooth but it works and can flies... if i had more time to iron out some of the small issues it would be flawless but, i'm trying to push this thing out as fast as i can for you guys....
this add-on is ***EXTREMELY LARGER*** than its original form... (A LOT OF GOODIES ADDED and SURPRISES)
right now i'm cleaning things up and putting some finishing touches on things... just thought i post an update for you all...
UNTIL NEXT TIME
PEACE OUT!!! SJL
Or this one?
|
|
|
Post by Yort_Draeb on Mar 6, 2020 15:56:46 GMT
Also want to clarify I'm not complaining was just wondering because you said stuff would be hidden and I'm not finding it. Spent a whole day searching through everything could think of
|
|
|
Post by sjl on Mar 6, 2020 21:08:11 GMT
Also want to clarify I'm not complaining was just wondering because you said stuff would be hidden and I'm not finding it. Spent a whole day searching through everything could think of Good that means the hidden areas are hidden well lol... ( In the demo not really special areas but to give ideas as to when people glitch out of bounds).. I pulled the hover bike and motorcycle due to crazy changing from unity2018 to unity 2019.2 logic issues which threw crazy amounts of errors... I'm currently not home and away from the computer... But before I left I had made alot of progress on getting them working in Unity 2019.3 and trying to test them in the multiplayer add-on... The hover bike and motorcycle are stand alone ( meaning the don't need the standard assets to function) so when I get back home I will continue to work on them and get them back out to everyone... Thanks for the question! Until next time, SJL
|
|
|
Post by Yort_Draeb on Mar 7, 2020 2:05:34 GMT
What about the airplane?
|
|
|
Post by sjl on Mar 7, 2020 3:20:19 GMT
That should still be in there I don't believe I took that out it Should be there as well as the parachute stuff as well... I believe in the SJL FOLDER... But the jet and plane are the standard assets ones... Once I get back ( out of town at the moment) I will download the add-on my self and see what may have been unintentionally left out or missing... and get this add-on back up and going Until next time, SJL
|
|
|
Post by sjl on Mar 9, 2020 21:16:56 GMT
Hello everyone... **(I'm away from home)** right now but, before I left I was working on the vehicle add-on some things I had mentioned in previous posts I had to leave out due to size other things I had to pull out due to issues changing from UNITY 2018.2 something to Unity 2019.2 something since then I had migrated to unity 2019.3 something... It has been brought to my attention that some things that are missing such as the airplane stuff...
Before I stated after the RELEASE it would be up to YOU the community to find and share your fixes (as a community should do) as I am done with this add-on and moving on to other things...
Let me clarify that statement: technically I'm not done but actually going through and trying to fix logic issues and find the cause of why only one of specific stand alone vehicles ( SAV ) to work in the scene instead of multiples which is rather difficult as there are no errors unity it's self is throwing out...
**(sav = don't require standard assets to work) ** And even started testing in the multiplayer add-on...
So I been working on these issues in silence... Also trying to rework the vehicle add-on from the **original RELEASE** from the **ORIGINAL CREATOR**
But ultimately many of you will face errors simply due to what ever unity version you maybe using. Due to Unity changing logic with each unity version they release changing the logic in one way or another... That of which makes it extremely difficult to keep things up to date... You can ask any dev about that..
Furthermore it appears some particular person has confused me to be a developer of this add-on... Even after I stated I am not... So to clarify this I AM NOT A DEVELOPER I am just a fan of this add-on trying to give it new life... And share it with everyone instead of keeping it to myself... just any of you smart people can do..
Once I'm back home I will continue to get the add-on fixed to best of my ability Right now I'm doing whats most important to me... spending time with my wife and son...
Then it will be back to work..
for the time being... I will help and answer questions the best I can from my phone...
Best of luck with all your projects!
Until next time, SJL
|
|
|
Post by rolfy on Mar 9, 2020 22:06:06 GMT
Hey sjl just wanted to say thanks for the effort you have put into this, pretty sure there are plenty others who do too and who get it that your not the original developer but I guess that can be easily confused when you got so many pages to trawl through and most would jump to the end after viewing the OP. I don't have a use for vehicles at this point but may for a future game, regardless your skills are appreciated around here and it is cool to see you aren't entirely put off and continuing with finishing up your part of it all, most would simply walk away and say screw it.
|
|
jason
New vMember
Posts: 4
|
Post by jason on Mar 14, 2020 20:30:11 GMT
Hi Folks,
I'm new to the Invector packages and was delighted to find this add-on, and appreciate the effort that has gone into creating/maintaining it!
However, I've got an issue that I can't get to the bottom of. As soon as I start the demo scene and move the character around, all the cars start moving in the same direction. On startup, the cars are also making an engine idle sound.
I've tried Unity 2018.2 and 2019.3, tried setting IsDriving to initialise as false, and tracing the code. Has anyone else come across this, and if so, how did you fix it?
Thanks in advance,
Jason
*** Update *** I've at least stopped the cars moving and can get in them. On the Invector Welcome Window, click Import Project Settings. Pressing Q will allow the character to get into the car. Outstanding issues I'm working on.
- Car won't move once boarded - Engine sound is on even if the player isn't in the car.
Any tips to resolve these would be greatly appreciated!
*** Update *** Changing the CurUserControl to ignore the jump axis enabled me to drive the car, however, I'm still stuck with the cars moving regardless of the player being in them, and the engine sound always being on.
|
|
|
Post by sjl on Mar 15, 2020 7:40:18 GMT
Hi Folks, I'm new to the Invector packages and was delighted to find this add-on, and appreciate the effort that has gone into creating/maintaining it! However, I've got an issue that I can't get to the bottom of. As soon as I start the demo scene and move the character around, all the cars start moving in the same direction. On startup, the cars are also making an engine idle sound. I've tried Unity 2018.2 and 2019.3, tried setting IsDriving to initialise as false, and tracing the code. Has anyone else come across this, and if so, how did you fix it? Thanks in advance, Jason *** Update *** I've at least stopped the cars moving and can get in them. On the Invector Welcome Window, click Import Project Settings. Pressing Q will allow the character to get into the car. Outstanding issues I'm working on. - Car won't move once boarded - Engine sound is on even if the player isn't in the car. Any tips to resolve these would be greatly appreciated! *** Update *** Changing the CurUserControl to ignore the jump axis enabled me to drive the car, however, I'm still stuck with the cars moving regardless of the player being in them, and the engine sound always being on. Hello, being you stated your new to the INVECTOR stuff first off welcome! When you downloaded this add-on did you download from the link I posted or from the ***ORIGINAL CREATOR*** on page 5? If you downloaded from the ***ORIGINAL CREATOR*** in page 5 it very outdated... If you downloaded from the link I posted the add-on is updated to unity2019.2 I am away from home right now and lost remote connection to my PC (that really sucks) so I'm limited to only be able to help where I can as much as I can from my phone... The proper set up is as follows: #1 Start a clean(new) project #2 import INVECTOR TEMPLATE #3 unity standard assets from the asset store #4 once standard assets imported move the standard assets folder INTO THE INVECTOR TEMPLATE FOLDER #5 import the vehicles add-on package into your project #6 open the vehicles add-on scene as things should be working... *Make sure on each vehicle controller script on the vehicles has your player as the player *Make sure your camera states is set to @shootermeleevehicles *Make sure your animator has the correct bools as the player in the vehicles scene Copy and paste the animator state from the vehicle player animator to your players animator state And hopefully you should be driving... to create your own vehicles or set player position points you can still follow the ***ORIGINAL CREATOR'S TUTORIALS*** as your at the point where they still apply Once I get back home ( when ever this Corona virus mess stops) I will get back to work on the 2019.3 update make sure all is well and release it... Any one is more than welcome to try to update/ add to the add-on *** AS LONG AS IT REMAINS FREE OF CHARGE JUST AS THE ORIGINAL CREATOR MADE IT!**** Most changes are due to changes in unity versions as they constantly change logic so some lines of code can be commented out or changed to what ever reference unity is making to be changed to... Best of luck! Until next time, SJL
|
|
jason
New vMember
Posts: 4
|
Post by jason on Mar 15, 2020 9:19:50 GMT
Hi SJL,
Hope your travel arrangements don't get too messed up!
I'm using the most current post of your add-in with Unity 2019.3.5f1 (though I have tried different versions, including 2018.2.21f1), so I can't help thinking there has been a change with the Invector package. Do appreciate you're working with 2 moving targets here - Unity and Invector!
Things that have worked to improve the situation so far:
* Import Invector Project Settings via the Invector welcome window. * In V-CarControl.cs, replace line 654 with if (GetComponent<CarController>() != null) { GUISystem.CurrentCarSpeed = GetComponent<CarController>().CurrentSpeed; } * In CarUserControl.cs, comment out code between and including #if !MOBILE_INPUT to #IF, just leaving m_Car.Move(h, v, v, 0f); as no jump axis is registered.
However, the car is still on when the scene starts and moves when the character moves. Helicopter seems to work fine - I just need to move the camera back a bit. Initialising isDriving as false had no effect.
Regards,
Jason
|
|
|
Post by sjl on Mar 15, 2020 10:53:12 GMT
Hi SJL, Hope your travel arrangements don't get too messed up! I'm using the most current post of your add-in with Unity 2019.3.5f1 (though I have tried different versions, including 2018.2.21f1), so I can't help thinking there has been a change with the Invector package. Do appreciate you're working with 2 moving targets here - Unity and Invector! Things that have worked to improve the situation so far: * Import Invector Project Settings via the Invector welcome window. * In V-CarControl.cs, replace line 654 with if (GetComponent<CarController>() != null) { GUISystem.CurrentCarSpeed = GetComponent<CarController>().CurrentSpeed; } * In CarUserControl.cs, comment out code between and including #if !MOBILE_INPUT to #IF, just leaving m_Car.Move(h, v, v, 0f); as no jump axis is registered. However, the car is still on when the scene starts and moves when the character moves. Helicopter seems to work fine - I just need to move the camera back a bit. Initialising isDriving as false had no effect. Regards, Jason Yeah the Corona virus made people and everything crazy... But at least I am getting to do what's Most important... spending time with my wife and son... Welcome to my world of constant trouble shooting hahaha.. it not particularly changes in the INVECTOR TEMPLATE it's mainly because of unity logic changing with each unity version release that becomes a head ache... One thing you can try to do is disable the vehicle controller script and see if the scripts enable when you enter the vehicle or not.. also make sure the vehicle is tagged cardoor in the tag drop down it's been told to me once that the vehicles tag changed to player for whatever reason.. Oh and on a side note put a box Collider set a trigger the length of your ladder ad vSimpleTrigger and drop your player in the input box set on disabled vehiclecamera controller on enter and enabled on exit trigger... This way the camera script will not interfere with ladder climbing... As it still causes an issue with ladders (don't know why but it does) Best of luck! Until next time, SJL
|
|
|
Post by y2splashy on Mar 20, 2020 10:56:46 GMT
hey Could anyone send me the new vehicle add on as i am getting a lot of errors of the name space cannot be found and when i correct it, it adds on more errors, such as particle emmitter cannot be found.
thanks really appreciate it.
|
|
wrg
Junior vMember
Posts: 32
|
Post by wrg on Mar 20, 2020 16:38:19 GMT
Hi SJL, Hope your travel arrangements don't get too messed up! I'm using the most current post of your add-in with Unity 2019.3.5f1 (though I have tried different versions, including 2018.2.21f1), so I can't help thinking there has been a change with the Invector package. Do appreciate you're working with 2 moving targets here - Unity and Invector! Things that have worked to improve the situation so far: * Import Invector Project Settings via the Invector welcome window. * In V-CarControl.cs, replace line 654 with if (GetComponent<CarController>() != null) { GUISystem.CurrentCarSpeed = GetComponent<CarController>().CurrentSpeed; } * In CarUserControl.cs, comment out code between and including #if !MOBILE_INPUT to #IF, just leaving m_Car.Move(h, v, v, 0f); as no jump axis is registered. However, the car is still on when the scene starts and moves when the character moves. Helicopter seems to work fine - I just need to move the camera back a bit. Initialising isDriving as false had no effect. Regards, Jason Hi,
How did you get the car to start, I have no errors, the payer getins in and out the car on command but when I press 'E' to get n the car he gets in the car the car engine starts but then goes off and the car doesnt move. The brakes lights work and the Nitro but the cars do not activate to drive, I bet I am missing something simple, I followed all SLJ instructions (Much appreciation on all yout time on this ) but still cant get the car to move.
Do you have any advise.
Unitl Next Time
WRG
|
|
|
Post by sjl on Mar 25, 2020 5:28:37 GMT
Hi SJL, Hope your travel arrangements don't get too messed up! I'm using the most current post of your add-in with Unity 2019.3.5f1 (though I have tried different versions, including 2018.2.21f1), so I can't help thinking there has been a change with the Invector package. Do appreciate you're working with 2 moving targets here - Unity and Invector! Things that have worked to improve the situation so far: * Import Invector Project Settings via the Invector welcome window. * In V-CarControl.cs, replace line 654 with if (GetComponent<CarController>() != null) { GUISystem.CurrentCarSpeed = GetComponent<CarController>().CurrentSpeed; } * In CarUserControl.cs, comment out code between and including #if !MOBILE_INPUT to #IF, just leaving m_Car.Move(h, v, v, 0f); as no jump axis is registered. However, the car is still on when the scene starts and moves when the character moves. Helicopter seems to work fine - I just need to move the camera back a bit. Initialising isDriving as false had no effect. Regards, Jason Hi,
How did you get the car to start, I have no errors, the payer getins in and out the car on command but when I press 'E' to get n the car he gets in the car the car engine starts but then goes off and the car doesnt move. The brakes lights work and the Nitro but the cars do not activate to drive, I bet I am missing something simple, I followed all SLJ instructions (Much appreciation on all yout time on this ) but still cant get the car to move.
Do you have any advise.
Unitl Next Time
WRG
Click on one of the vehicles then look at it's vehicle controller script there is a player variable spot drag and drop your player prefab in that spot... Then the car should move when enter them... It is a very common easily overlooked spot but will have to be done to each vehicle... Best of luck SJL
|
|
wrg
Junior vMember
Posts: 32
|
Post by wrg on Mar 29, 2020 10:14:37 GMT
Hi,
Thanks I will look at that.
Stay Safe everyone.
WRG
|
|