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Post by tharindu on Mar 30, 2018 5:54:25 GMT
Also i have a question,I tried using shadex and Rpg pack how do i combine or am i able to create my own inventory prefabs?Another thing i tried doing was adding a food item npc with only food listed cause the way i am designing my game some npcs will have only certain items on the list.I think i had some problems with the listdatas so which to edit and which not to edit?Those of the resources files i tried only using you guys things as a reference because i wish to learn Hmm I've been often asked this but I haven't attempted to combine the magic system with the RPG pack so I am not able to comment if the two go together to be honest. You can always create your own inventory prefabs by making a copy of the rpg pack's prefab but be sure not to tamper without knowing what something does, because you can mess up the prefab. A good idea would be to make a copy of the prefab and modify the copy. Writing your own prefab may require you to extend the RPG pack scripts or write your own at some point. No getting around that. As for item lists, the controller and the RPG pack for that matter both support only one list data. So all your items need to be in one list and not multiple files.
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Post by darknubis365 on Mar 30, 2018 6:09:26 GMT
Ah ok that kind of threw me in left field lol i figured it might have had to been one list.Ok thanks man appreciate it more i play around the more i learn from this stuff and you can actually use shadex but i think you would have to add all his spells and items to all your list too.I seen you and him have updates i havent installed but going to now and mess around
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Post by tharindu on Mar 30, 2018 6:12:13 GMT
Ah ok that kind of threw me in left field lol i figured it might have had to been one list.Ok thanks man appreciate it more i play around the more i learn from this stuff and you can actually use shadex but i think you would have to add all his spells and items to all your list too.I seen you and him have updates i havent installed but going to now and mess around Make sure you have the controller updated as well
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Post by indennis on Apr 17, 2018 15:14:10 GMT
Is there a way to make the player automatically accept the quest? For example, when walking into a trigger, the quest will be added to the quest inventory, but without the menu appearing where you have to accept the quest?
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Post by tharindu on Apr 17, 2018 16:28:42 GMT
Is there a way to make the player automatically accept the quest? For example, when walking into a trigger, the quest will be added to the quest inventory, but without the menu appearing where you have to accept the quest? Yep. You need to have the vQuestAction script on your TPC and the trigger needs to have the quest vQuestTriggerAction. You can trigger quest accept, quest failure, quest completion on trigger interaction. Take a look at the demo scene. It's got an example using these. Your trigger needs to be tagged questAction as well.
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Post by indennis on Apr 17, 2018 20:08:27 GMT
Hi Tharindu, Thank you for the answer, I got it working now :-) The names of the scripts are a bit different though, on the trigger I have used "vTriggerGenericQuestAction" and on the TPC I have "vGenericQuestAction", maybe because I use an older / newer version?
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Post by tharindu on Apr 18, 2018 6:47:40 GMT
Hi Tharindu, Thank you for the answer, I got it working now :-) The names of the scripts are a bit different though, on the trigger I have used "vTriggerGenericQuestAction" and on the TPC I have "vGenericQuestAction", maybe because I use an older / newer version? No you're right, those are the script names. I was typing on the mobile and didn't have the access to the actual scripts when I commented over here Btw there's also a type of quest called Generic. So you can put any custom objective there (unlike assassinate / gather quests ) and use the triggers to activate/fail them. You can basically do anything that way. Anything.
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Post by OmegaCo on Apr 22, 2018 15:35:10 GMT
I have purchased the Melee Combat Template do i need to purchase the shooter template as well for EviLA's RPG Pack to work?
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Post by OmegaCo on Apr 26, 2018 10:04:03 GMT
Hello?
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Post by uberwiggett on Apr 26, 2018 10:30:41 GMT
Hi Omega, I don't believe you will need the shooter template, but you WILL need the melee template at the very least. There are instructions on how to set it up for either system.
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Post by tharindu on Apr 27, 2018 3:20:19 GMT
I have purchased the Melee Combat Template do i need to purchase the shooter template as well for EviLA's RPG Pack to work? Hey man, Sorry I have been away this week on holiday so I didn't keep an eye on the forum. It works fine with the melee alone. If you're going to use the shooter somewhere down the line you'll need to remove the RPG pack source code (without the quest lists of course) and reinstall it so that a variables get adjusted in the project, in order to use the right source code. Nothing you need to do manually.
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Post by gamifytheworld on Apr 27, 2018 22:48:38 GMT
Hi Tharindu,
I've created a new project with the latest Invector, imported the latest RPG package, and updated the enums. I'm getting a bunch of errors after the loadlevel scene when I go into the demo level (shooter) related to the v_SpriteHealth class. None of the health sliders are set in the enemies (enemyHealthUI). I'm guessing the healthBar is for the "Health Slider", but what is supposed to be the "Damage Delay" slider supposed to be? Error is below:
NullReferenceException: Object reference not set to an instance of an object Invector.vCharacterController.v_SpriteHealth.SpriteBehaviour () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:50) Invector.vCharacterController.v_SpriteHealth.Update () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:57)
Thanks!
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Post by gamifytheworld on Apr 27, 2018 23:08:13 GMT
Hi Tharindu, I've created a new project with the latest Invector, imported the latest RPG package, and updated the enums. I'm getting a bunch of errors after the loadlevel scene when I go into the demo level (shooter) related to the v_SpriteHealth class. None of the health sliders are set in the enemies (enemyHealthUI). I'm guessing the healthBar is for the "Health Slider", but what is supposed to be the "Damage Delay" slider supposed to be? Error is below: NullReferenceException: Object reference not set to an instance of an object Invector.vCharacterController.v_SpriteHealth.SpriteBehaviour () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:50) Invector.vCharacterController.v_SpriteHealth.Update () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:57) Thanks! I've figured out how to wire those back in. Now I'm having issues with the animator controller for the AI: Animator is not playing an AnimatorController UnityEngine.Animator:SetBool(String, Boolean) Invector.vCharacterController.AI.v_AIAnimator:LocomotionAnimation(Single, Single) (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:151) Invector.vCharacterController.AI.v_AIAnimator:UpdateAnimator(Single, Single) (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:32) Invector.vCharacterController.AI.v_AIController:ControlLocomotion() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs:114) Invector.vCharacterController.AI.v_AIController:FixedUpdate() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs:34) I'm going to read through the documentation, but it appears that with a default fresh setup, the demo scenes aren't working for me. I'm on 2017.40f1. Not sure if that has anything to do with it.
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Post by tharindu on Apr 28, 2018 8:24:03 GMT
Hi Tharindu, I've created a new project with the latest Invector, imported the latest RPG package, and updated the enums. I'm getting a bunch of errors after the loadlevel scene when I go into the demo level (shooter) related to the v_SpriteHealth class. None of the health sliders are set in the enemies (enemyHealthUI). I'm guessing the healthBar is for the "Health Slider", but what is supposed to be the "Damage Delay" slider supposed to be? Error is below: NullReferenceException: Object reference not set to an instance of an object Invector.vCharacterController.v_SpriteHealth.SpriteBehaviour () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:50) Invector.vCharacterController.v_SpriteHealth.Update () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/v_SpriteHealth.cs:57) Thanks! I've figured out how to wire those back in. Now I'm having issues with the animator controller for the AI: Animator is not playing an AnimatorController UnityEngine.Animator:SetBool(String, Boolean) Invector.vCharacterController.AI.v_AIAnimator:LocomotionAnimation(Single, Single) (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:151) Invector.vCharacterController.AI.v_AIAnimator:UpdateAnimator(Single, Single) (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:32) Invector.vCharacterController.AI.v_AIController:ControlLocomotion() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs:114) Invector.vCharacterController.AI.v_AIController:FixedUpdate() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs:34) I'm going to read through the documentation, but it appears that with a default fresh setup, the demo scenes aren't working for me. I'm on 2017.40f1. Not sure if that has anything to do with it. Hmm could be. As of now I've only released until 2017.3 and it works fine there. Pretty sure I thoroughly tested the demo scenes for 2017.3 as well . How about the invector demo scenes ?
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Post by OmegaCo on Apr 28, 2018 10:27:31 GMT
thank you
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