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Post by Chronicman on Jan 7, 2017 0:17:46 GMT
vAIMotor is connected to the vAIController by inheritance, don't worry about the controller just follow the instructions.
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Post by Chronicman on Jan 7, 2017 0:19:41 GMT
oh my why are you removing them, that's not what I said to do...
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Post by Invector on Jan 7, 2017 0:21:01 GMT
you can remove the ragdoll script from the character once a ragdoll is created, it will broke your char... just delete this one and create a freash new one, follow the steps of chronicman and should work just fine
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Post by xenoblackinc on Jan 7, 2017 0:22:03 GMT
saying somthing about a capsule collider not being set in the compile but the enemy has a capsule collider on them
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Post by xenoblackinc on Jan 7, 2017 0:26:04 GMT
man i'm so stupid i thought you had to add the V_AiMotor to the character
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Post by jgiroux on Jan 7, 2017 0:30:55 GMT
finally got my ally to follow to a certain empty game object however I'd like for the ally to be able to change stats and follow me after they touch a trigger how can that be done? now I'm confused, are you asking for this part? or the part about destroying the enemy.
if its the enemy question you want answered, Chronicman gave an excellent answer, but there would be many ways to destroy the enemy I'd imagine.
easiest way I can think of do this: create a new c# script. add it to your enemy prefabs. call it "killthesedamnthings" (without the quotes of course)
using UnityEngine; using System.Collections;
public class killthesedamnthings : MonoBehaviour {
public void KillTheseDamnThings() { Destroy(this.gameObject); } }
then on your enemy prefab you have (or should have and if not add it) 'V on dead trigger'
see picture.
1)simply add this script to your enemy prefab, 2) then in the V on dead trigger component, drag your enemy into the game object field, 3) click in the events field and select the option the way I have it shown.
4) test. Viola.
this way , there is no messing with Invector code, should they include an update. and your stuff will still work.
p.s. if you are instantiating a prefab enemy rather than having them already in the game scene, be sure to apply these changes to your prefab. so you are instantiating (spawning) the enemies with this component attached to them.
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Post by xenoblackinc on Jan 7, 2017 1:13:54 GMT
Thanks that could work too it's hard trying to get into this with no experience. I would love to figure out how to make my allies get to a certain destination wait for me and then follow me. I used the move to object my ally runs there but they never follow me after that. Is there a way to have them change states once they get there or do I have to make a trigger?
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Post by Invector on Jan 7, 2017 1:37:46 GMT
Try solving one issue at a time, I would recommend you to learn the basics first, even if you're creating something simply with PlayMaker it's always nice to have a C# background to avoid 'bashing your head into the wall' lol unity3d.com/learn/tutorials/topics/scriptingTake a look, learn with time.. watch one, practice, watch another one... this things takes time and one thing that I'm always seeing is people trying to do things that are waaaay beyond their current knowledge, you will sure suffer a lot less if you spend a little more studing the basics
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Post by xenoblackinc on Jan 7, 2017 15:54:20 GMT
i hear you. i dont have to much time to spare on the other hand i'd definitely pay a programmer. i stick to my lane i know i can't do everything. i admit that there's nothing wrong with it. if anyone is willing to help and get paid it helps all.
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Post by shadex on Jan 9, 2017 21:39:48 GMT
i hear you. i dont have to much time to spare on the other hand i'd definitely pay a programmer. i stick to my lane i know i can't do everything. i admit that there's nothing wrong with it. if anyone is willing to help and get paid it helps all. I want to tell you that you need to understand the basic's of each individual job in unity, like coding, or animation, or how to make particle effects. Thing is, in unity, there is this dreaded mistake EVERYONE makes, thinking that the asset store will fill in the gaps, and that they can just pay someone to do what they need, that some how they will find a way around it. Never happens, because even though these things can fill the gaps, you still need to integrate them. So whenever you reach that point, my strong suggestion is go do one of the simple game tutorials like roll a ball, or Mario, and finish a complete game. You can do it in a few hours, and it will ultimately save you months of avoiding simple problems you can fix in minutes.
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Post by jrackley on Jan 9, 2017 23:33:41 GMT
Well said shadex! just importing new assets can be a pain with a large project, with all of the compile errors that come with them, you really do need at least a basic understanding in order to figure out how to work around even the simplest things when they arise. It does take time, but in the end it is well worth it.
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Post by jgiroux on Jan 10, 2017 0:45:24 GMT
i hear you. i dont have to much time to spare on the other hand i'd definitely pay a programmer. i stick to my lane i know i can't do everything. i admit that there's nothing wrong with it. if anyone is willing to help and get paid it helps all. Thing is, in unity, there is this dreaded mistake EVERYONE makes..... how could you possibly know that about me....
lol.
sincerely , xeno. Shadex speaks volumes.
you should of seen some of the crap fests I made at the beginning, just a mish mash of some other peoples stuff so I could put my name on it and show it off to my friends!! they would be so awe inspired by me! truth is, they could care less, the hours I spent working on it, thinking we would all love this game I mashed together crumbled in the seconds it took them to look at it, say cool.....wana play CoD? ugh! that's when I became a real game designer. someone who designed games and ideas that "I" wanted to play, visions that I made a reality, and yes they started with the first YouTube video search "How to in Unity"...., Brackeys or something I think it was came up, some tutorial on a first person shooter with a cube and Raycasts.... but I tell you, I was hooked and within a few months dived back into Unity with a vengeance. haven't looked back since.
so to put this short, we will all help you, cause that's what we do here, but the real quest lies with you. and it only takes a few moments of your day on youtube or some other tutorial for knowledge that will last you a lifetime.
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Post by Chronicman on Jan 10, 2017 0:48:14 GMT
Well said!
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Post by jrackley on Jan 10, 2017 14:00:13 GMT
Awesome advice going on here! I remember doing a couple Brackey's tutorials myself as well(then realized javascript was not preferred for Unity),LOL! He has some good direction in his tuts, and some c# ones now I believe. After learning from him I moved into a little more advanced, but AWESOME course on youtube from GTGD S3. Learning the basics really does help a ton, and I am by far not advanced in c# matter fact mediocre at best.
Another thing to point out as well is you really need to know the basics anyhow or you will not even understand when people help you what it is that they are saying, trust me on that one I have been there as I am sure others on here have as well!
This forum has some really great people that are more than willing to help(they have helped me tremendously), but the best help will be understanding over time.
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Post by shadex on Jan 11, 2017 0:38:46 GMT
Thing is, in unity, there is this dreaded mistake EVERYONE makes..... how could you possibly know that about me....
lol.
sincerely , xeno. Shadex speaks volumes.
you should of seen some of the crap fests I made at the beginning, just a mish mash of some other peoples stuff so I could put my name on it and show it off to my friends!! they would be so awe inspired by me! truth is, they could care less, the hours I spent working on it, thinking we would all love this game I mashed together crumbled in the seconds it took them to look at it, say cool.....wana play CoD? ugh! that's when I became a real game designer. someone who designed games and ideas that "I" wanted to play, visions that I made a reality, and yes they started with the first YouTube video search "How to in Unity"...., Brackeys or something I think it was came up, some tutorial on a first person shooter with a cube and Raycasts.... but I tell you, I was hooked and within a few months dived back into Unity with a vengeance. haven't looked back since.
so to put this short, we will all help you, cause that's what we do here, but the real quest lies with you. and it only takes a few moments of your day on youtube or some other tutorial for knowledge that will last you a lifetime.
Just getting into unity: THEM: What do you do for a living? ME: I make the games you love and get to make cool systems that express a new way to see the world! After first project failure: THEM: What do you do for a living? ME: Working on a prototype for a game. It's hopefully coming together! Now: THEM: What do you do for a living? ME: I spend 4 hours making a brick wall look good, then 8 hours writing code that removes all walls in the game. I Spend 42 hours over 3 day's fixing a bug in Rain once, so that the path finding would work. Showed it to my wife, She's like wow you made a guy walk, and it only took you 3 days! It's the reason i delayed my public prototype till its a demo. Nothing is more deflating then showing someone a well working proof of concept when they are expecting a finished AAA game. It's why i don't show prototypes to non-designers, unless i'm play testing something specific
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