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Post by steak on May 29, 2017 18:01:48 GMT
Stupid question, that seems like it should have a simple answer, but I'm messing something up.
How has anyone else gotten around the mixing of control options between AC and Invector? For instance, I'm trying to use AC to manage conversations, and Invector for character movement and mob fighting. However, if I go up to talk to someone, my dude tries to punch every time I attempt to click any interactions. Has anyone come up with a better solution for navigation while using AC commands?
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Post by steak on May 30, 2017 15:19:05 GMT
Just an update, as I was able to figure out what to do using the below method from Adventure Creator's 3rd party integration settings.
You can allow the player to toggle between the two modes by defining an Input button called ToggleCursor within the Input manager (Edit -> Project settings -> Input), and you can decide which mode your game begins in from the Lock cursor in screen's centre when game begins? setting.
You can also use the Player: Constrain Action mid-game to disable free-aiming - effectively unlocking the cursor. The Settings Manager also has an option to only allow the player to interact with Hotspots when the cursor is unlocked - this is useful for e.g. weapon-based games, where you don't want combat to interfere with interactions.
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Post by steak on May 31, 2017 2:14:00 GMT
Just an update, as I was able to figure out what to do using the below method from Adventure Creator's 3rd party integration settings. You can allow the player to toggle between the two modes by defining an Input button called ToggleCursor within the Input manager (Edit -> Project settings -> Input), and you can decide which mode your game begins in from the Lock cursor in screen's centre when game begins? setting. You can also use the Player: Constrain Action mid-game to disable free-aiming - effectively unlocking the cursor. The Settings Manager also has an option to only allow the player to interact with Hotspots when the cursor is unlocked - this is useful for e.g. weapon-based games, where you don't want combat to interfere with interactions. eh... while I thought that would work when I was reading through the AC manuals... it doesn't really work. constraining player action doesn't seem to effect the player. still testing now that I'm home from work. If/when I make any progress, will update.
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Post by xenony on Jun 3, 2017 17:04:04 GMT
Hi guys. We obsere the issue during AC and Invector integration. When I run scene in Unity editor and open AC menu, when i click 'Resume' button I receive error : navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63) When I do the same, in a created build from current project, enemy NPC are disappearing. I've attached the link on dropbox folder with recorded video, please look at this issue, maybe somebody know the cause. Thanks a lot! www.dropbox.com/sh/fmnpmgigc4hcbv2/AAAnMgQ44_lfNzNi0PRbKTaCa?dl=0
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Post by abatcat on Jun 9, 2017 11:33:09 GMT
I'd like to know how to do that too. It could be useful to have a separate combat and exploration modes in game. While in combat mode all the adventure creator stuff would be turned off and it would be turned back on after switching to combat mode again. Dealing with hotspots and what not while trying to shoot things up doesn't make for a very streamlined experience.
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Post by Invector on Jun 9, 2017 13:51:17 GMT
Hi guys. We obsere the issue during AC and Invector integration. When I run scene in Unity editor and open AC menu, when i click 'Resume' button I receive error : navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63) When I do the same, in a created build from current project, enemy NPC are disappearing. I've attached the link on dropbox folder with recorded video, please look at this issue, maybe somebody know the cause. Thanks a lot! www.dropbox.com/sh/fmnpmgigc4hcbv2/AAAnMgQ44_lfNzNi0PRbKTaCa?dl=0Open the v_AIAnimator script and replace line 61 to if (Time.timeScale <= 0.1f) return;
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Post by xenony on Jun 11, 2017 17:16:31 GMT
Hi guys. We obsere the issue during AC and Invector integration. When I run scene in Unity editor and open AC menu, when i click 'Resume' button I receive error : navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63) When I do the same, in a created build from current project, enemy NPC are disappearing. I've attached the link on dropbox folder with recorded video, please look at this issue, maybe somebody know the cause. Thanks a lot! www.dropbox.com/sh/fmnpmgigc4hcbv2/AAAnMgQ44_lfNzNi0PRbKTaCa?dl=0Open the v_AIAnimator script and replace line 61 to if (Time.timeScale <= 0.1f) return I changed script but I see the same issue (
navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63)
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Post by xenony on Jul 5, 2017 12:01:12 GMT
Open the v_AIAnimator script and replace line 61 to if (Time.timeScale <= 0.1f) return I changed script but I see the same issue (
navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63) Guys could you help?
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Post by Invector on Jul 5, 2017 13:51:28 GMT
I changed script but I see the same issue (
navmeshagent.velocity assign attempt for 'vEnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.AI.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:63) Guys could you help?Oh sorry about the delay, didn't see your post... I remember that someone already ask about this before, did a about navmeshagent.velocity and find the anwser here in the forum, just replace line 62 to this: if (agent.enabled && !agent.isOnOffMeshLink && agent.updatePosition && Time.deltaTime != 0)
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cardnal69
New vMember
You Panic, You Loose..."
Posts: 2
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Post by cardnal69 on Aug 12, 2017 2:57:34 GMT
My character wont respaw after death :(
Every time I die It wont let me come back. And my console reads
NullReferenceException: Object reference not set to an instance of an object Invector.vGameController+<Spawn>c__Iterator0.MoveNext () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vGameController.cs:106) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
I have ZERO coding and program knowledge. I tried messing with my "V Game Controller script" and setting my character to destroy body after death but it then told me..
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineObjectBindings.gen.cs:52) UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:155) UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original, Vector3 position, Quaternion rotation) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:205)
I'm working with Adventure Creator as well so that might be an issue but other than that I'm lost..
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Post by rolfy on Aug 21, 2017 14:28:33 GMT
Updating the melee controller to v2.2.0 in clean project I am getting the following errors: This is probably an easy fix for you guy's but I am floundering here, any help would be appreciated. I need this update as I was getting unwanted dual wield using auto equip and know there was a fix for this recently adding an index area field otherwise I would simply continue to use the older version. If there is a fix in any future updates I can wait and work on other stuff:)
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Post by Invector on Aug 24, 2017 17:39:41 GMT
Updating the melee controller to v2.2.0 in clean project I am getting the following errors: This is probably an easy fix for you guy's but I am floundering here, any help would be appreciated. I need this update as I was getting unwanted dual wield using auto equip and know there was a fix for this recently adding an index area field otherwise I would simply continue to use the older version. If there is a fix in any future updates I can wait and work on other stuff:) Hmm yeah this is expected since we did change a few things in the core, a new update for this integration should be release soon
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Post by foggierfour on Oct 1, 2017 7:49:03 GMT
Are the changes to the script still necessary? The script seems to be changed.
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Post by diputs on Oct 14, 2017 14:59:14 GMT
Updating the melee controller to v2.2.0 in clean project I am getting the following errors: This is probably an easy fix for you guy's but I am floundering here, any help would be appreciated. I need this update as I was getting unwanted dual wield using auto equip and know there was a fix for this recently adding an index area field otherwise I would simply continue to use the older version. If there is a fix in any future updates I can wait and work on other stuff:) Hmm yeah this is expected since we did change a few things in the core, a new update for this integration should be release soon I'm receiving the same error after updating. Any chance for a fix?
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dani9
New vMember
Posts: 6
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Post by dani9 on Oct 20, 2017 13:33:08 GMT
did anyone find a fix for this?
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