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Post by Invector on Sept 11, 2019 14:56:03 GMT
Hi, I have been working with Invector now for over a year and I have just about every single addon for this, most of them are working smoothly and very well. I have the Riding integrations working great too, but now I cant seem to figure out the flying issue where he is stuck in the falling animation. Any help on this would be greatly appreciated. So, After a little more experimenting, I found that removing the transition between Anystate and falling, it fixed the problem... You fixed one problem but created another, now the character won't play the falling animation when falling. You could add a condition into this AnyState transition and use the parameter 'ActionState', for example if ActionState is set to 0 you can go through the anystate, and set the actionstate to 1 or higher when enter the flymode, and back to 0 and exit.
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Post by witchthewicked on Jan 22, 2020 22:27:11 GMT
@invector this script is outdated here, what is the equivalent updated version of this code block?
_rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange);
_rigidbody.AddForce(transform.right * (flyForward * direction) * Time.deltaTime, ForceMode.VelocityChange);
public void FlyAirControl()
{
if (isGrounded || !isFlying) return;
var vel = transform.forward * flyForward * speed;
vel.y = _rigidbody.velocity.y;
_rigidbody.velocity = Vector3.Lerp (_rigidbody.velocity, vel, 4f * Time.deltaTime);
if (isStrafing)
{
_rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange);
_rigidbody.AddForce(transform.right * (flyForward * direction) * Time.deltaTime, ForceMode.VelocityChange);
}
else
{
_rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange);
}
}
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dre
New vMember
Posts: 2
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Post by dre on Mar 31, 2020 1:57:19 GMT
I am also having the same problem as I am using a more recent version! Any chance of having an updated version??
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Post by sontaichi2 on May 6, 2020 3:29:12 GMT
Did anyone got this to work with 2.5? what's the equivalent to Speed and Direction in the latest update?
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Post by dragonball on May 16, 2020 0:44:01 GMT
We expect Flysystem to become an official add-on for a fee. Currently I don't know how to use it. From the user. Thank you.
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Post by owlandfox on May 29, 2020 18:52:30 GMT
I would really like the solution to this too!
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Post by owlandfox on Sept 4, 2020 8:54:10 GMT
Still no fix for this?! Come on guys someone must have found a solution!
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Post by shins94 on Nov 4, 2020 2:31:09 GMT
@invector this script is outdated here, what is the equivalent updated version of this code block? _rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange); _rigidbody.AddForce(transform.right * (flyForward * direction) * Time.deltaTime, ForceMode.VelocityChange); public void FlyAirControl()
{
if (isGrounded || !isFlying) return;
var vel = transform.forward * flyForward * speed;
vel.y = _rigidbody.velocity.y;
_rigidbody.velocity = Vector3.Lerp (_rigidbody.velocity, vel, 4f * Time.deltaTime);
if (isStrafing)
{
_rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange);
_rigidbody.AddForce(transform.right * (flyForward * direction) * Time.deltaTime, ForceMode.VelocityChange);
}
else
{
_rigidbody.AddForce(transform.forward * (flyForward * speed) * Time.deltaTime, ForceMode.VelocityChange);
}
} speed --> verticalSpeed and direction --> horizontalSpeed. These two variables(verticalSpeed, horizontalSpeed) are updated in "SetAnimatorMoveSpeed" function to handle user input. After change these variables, please check SetAnimatorMoveSpeed function updates verticalSpeed and horizontalSpeed.
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Post by patrick288 on Dec 25, 2020 19:06:47 GMT
Hi guys. Still no solution to integrate this add-on? I still got a problem with the animations...
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Post by sangman on Jun 20, 2021 6:09:30 GMT
The below revision to script mod works: speed --> verticalSpeed and direction --> horizontalSpeed. BUT, I am stuck with the many other users here on the animations. Just plays FALLING animation. If any one has figured it out, please do post.
Much thanks!
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Post by artyomkar on May 23, 2023 20:26:59 GMT
So, After a little more experimenting, I found that removing the transition between Anystate and falling, it fixed the problem... You fixed one problem but created another, now the character won't play the falling animation when falling. You could add a condition into this AnyState transition and use the parameter 'ActionState', for example if ActionState is set to 0 you can go through the anystate, and set the actionstate to 1 or higher when enter the flymode, and back to 0 and exit. Hey, I did as you said, but I'm still stuck on Falling animator state. Is there still no solution?
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Post by Invector on May 25, 2023 12:09:11 GMT
You fixed one problem but created another, now the character won't play the falling animation when falling. You could add a condition into this AnyState transition and use the parameter 'ActionState', for example if ActionState is set to 0 you can go through the anystate, and set the actionstate to 1 or higher when enter the flymode, and back to 0 and exit. Hey, I did as you said, but I'm still stuck on Falling animator state. Is there still no solution? You could use the vAnimatorSetInt to change the parameter ActionState when enter to a value and when exit back to zero When in the Falling state add the condition to only enter if ActionState is Equals 0
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