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Post by tharindu on Apr 15, 2017 12:30:05 GMT
Did any of you guys manage to take a look at what I've done ?
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Post by Invector on Apr 15, 2017 13:17:38 GMT
Did any of you guys manage to take a look at what I've done ? We did thought on this exactly scheme, but we didn't like the idea of adding another trigger and condition to change states since many users already setup their animator with custom attacks, it's a good solution for those who want this specific feature, but not so great when you need to explain for 300 people that are asking about it on emails, youtube, and reviews  - if we find a workaround that doesn't need much change we will add it.
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Post by tharindu on Apr 15, 2017 16:35:15 GMT
Fair point. But I don't honestly get why everyone would want this to work any other way than what Strider's asking for. Who on earth realistically wants all of their attacks to have the same stamina cost unless there's a combo system in place where you would only branch out towards a specific combo instead of calculating stamina. Unless Unity decides to add an event like Before Entering State or something to ASBs, I don't think we're left with much a choice either
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Post by retired on Nov 17, 2017 2:10:33 GMT
Fair point. But I don't honestly get why everyone would want this to work any other way than what Strider's asking for. Who on earth realistically wants all of their attacks to have the same stamina cost unless there's a combo system in place where you would only branch out towards a specific combo instead of calculating stamina. Unless Unity decides to add an event like Before Entering State or something to ASBs, I don't think we're left with much a choice either I am getting errors when implementing this. No longer working with Invector as is. Anyone know how to get this working with the current version of Invector.
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Post by tharindu on Nov 17, 2017 4:10:10 GMT
Fair point. But I don't honestly get why everyone would want this to work any other way than what Strider's asking for. Who on earth realistically wants all of their attacks to have the same stamina cost unless there's a combo system in place where you would only branch out towards a specific combo instead of calculating stamina. Unless Unity decides to add an event like Before Entering State or something to ASBs, I don't think we're left with much a choice either I am getting errors when implementing this. No longer working with Invector as is. Anyone know how to get this working with the current version of Invector. Has been quite an old post and I haven't tried this at all yet. What are the errors you're getting ? Perhaps I can help you out fixing.
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Post by retired on Nov 17, 2017 12:11:54 GMT
I am getting errors when implementing this. No longer working with Invector as is. Anyone know how to get this working with the current version of Invector. Has been quite an old post and I haven't tried this at all yet. What are the errors you're getting ? Perhaps I can help you out fixing. Thanks tharindu, Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs(8,18): error CS0535: `Invector.v_AIController' does not implement interface member `Invector.EventSystems.vIMeleeFighter.OnEnableAttack(float)' Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs(14,18): error CS0535: `Invector.CharacterController.vMeleeCombatInput' does not implement interface member `Invector.EventSystems.vIMeleeFighter.OnEnableAttack(float)'
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johnh
New vMember
Posts: 4
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Post by johnh on Dec 28, 2017 15:08:07 GMT
Hey guys,Any update for it? Please
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Post by Strider on Feb 4, 2021 1:05:58 GMT
Has been quite an old post and I haven't tried this at all yet. What are the errors you're getting ? Perhaps I can help you out fixing. Thanks tharindu, Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs(8,18): error CS0535: `Invector.v_AIController' does not implement interface member `Invector.EventSystems.vIMeleeFighter.OnEnableAttack(float)' Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs(14,18): error CS0535: `Invector.CharacterController.vMeleeCombatInput' does not implement interface member `Invector.EventSystems.vIMeleeFighter.OnEnableAttack(float)' i tried to implement it, but got the same error as this... it's been four years almost, and nobody answered. :(
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