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Post by sjmtech on Jan 4, 2017 19:49:27 GMT
Is the only needed modification of the original code ... and I don't like it. I wondering if Invector could suggest a better way to disconnect the tpCamera connection without edit the original template code.
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Post by kajamaz on Jan 7, 2017 2:01:32 GMT
Is the only neded modification of the original code ... and I don't like it. I wondering if @invector could suggest a better way to disconnect the tpCamera connection without edit the original template code. Hey, I'm using FPCameraFullBodyInv and whenever I attack or roll, the character camera gets shifted. What I mean is that when my screen looks forwards and I try walking forward, he walks diagonally, do you know why? Thanks!
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Post by sjmtech on Jan 7, 2017 13:02:11 GMT
Can you double check you are using the latest (2017) version of First person addon (first post). I added a demo scene...check it out!.
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Post by Invector on Jan 7, 2017 13:29:53 GMT
Is the only neded modification of the original code ... and I don't like it. I wondering if Invector could suggest a better way to disconnect the tpCamera connection without edit the original template code. To go back to the default state, just make the bool isStrafing = false you can see the the camera change of states in the method UpdateCameraStates on the script vThirdPersonInput
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Post by kajamaz on Jan 7, 2017 18:46:17 GMT
Can you double check you are using the latest (2017) version of First person addon (first post). I added a demo scene...check it out!. Yes, it is the newest one. It usually occurs only when I roll. Do you know why? If i look down my guy is standing diagonally. Is there a way to make the camera roll with the head?
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Post by sjmtech on Jan 9, 2017 9:38:57 GMT
Is the only neded modification of the original code ... and I don't like it. I wondering if Invector could suggest a better way to disconnect the tpCamera connection without edit the original template code. To go back to the default state, just make the bool isStrafing = false you can see the the camera change of states in the method UpdateCameraStates on the script vThirdPersonInputThanks, but i was not clear in my question ... sorry ...I'm already using isStrafing bool to change the current state between third and first mode. The only remaining issue is that I need (currently) to set "tpCamera=null" in vThirdPersonInput.cs and in vMeleeCombatInput.cs to avoid that the code still use tpCamera (instead FPCamera) to adjust body direction. Currently i add (in vThirdPersonInput.cs and vMeleeCombatInput.cs) : void ResetValues() { tpCamera=null; } and call it when i switch from Third to first mode. I would like to not add hack to your code but i didnt find a good way. Thanks Max
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Post by sjmtech on Jan 9, 2017 10:06:33 GMT
Can you double check you are using the latest (2017) version of First person addon (first post). I added a demo scene...check it out!. Yes, it is the newest one. It usually occurs only when I roll. Do you know why? If i look down my guy is standing diagonally. Is there a way to make the camera roll with the head? Could you try in an empty project following the instruction in the first post? Max
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Post by kajamaz on Jan 9, 2017 17:27:32 GMT
Yes, it is the newest one. It usually occurs only when I roll. Do you know why? If i look down my guy is standing diagonally. Is there a way to make the camera roll with the head? Could you try in an empty project following the instruction in the first post? Max I have. As for void ResetValues() { tpCamera=null; } I still have yet to figure out where you want us to put it, could you tell us what line of code we should place it at? I always get errors. Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonController.cs(366,9): error CS9010: Primary constructor body is not allowed Assets/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeManager.cs(402,5): error CS9010: Primary constructor body is not allowed
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Post by shadex on Jan 9, 2017 20:58:34 GMT
I Have to ask, cause i am not that great at this, but is there a way to turn off what ever is forcing the camera to always look forward, much like if a default camera was attached to the eyes, during an animation? The idea is if i had a spinning attack animation the camera would disable input at the start of the animation and spin around then re-enable after the animation is finished? I know it's a weird request, but i can't figure out how to do this.
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Post by sjmtech on Jan 10, 2017 11:35:56 GMT
Could you try in an empty project following the instruction in the first post? Max I have. As for void ResetValues() { tpCamera=null; } I still have yet to figure out where you want us to put it, could you tell us what line of code we should place it at? I always get errors. Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonController.cs(366,9): error CS9010: Primary constructor body is not allowed Assets/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeManager.cs(402,5): error CS9010: Primary constructor body is not allowed You can put void ResetValues(){tpCamera=null;} in the line above of the void start() line (only in vThirdPersonInput.cs and vMeleeCombatInput.cs)
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Post by sjmtech on Jan 10, 2017 11:55:59 GMT
I Have to ask, cause i am not that great at this, but is there a way to turn off what ever is forcing the camera to always look forward, much like if a default camera was attached to the eyes, during an animation? The idea is if i had a spinning attack animation the camera would disable input at the start of the animation and spin around then re-enable after the animation is finished? I know it's a weird request, but i can't figure out how to do this. mmm... i think is out of scope of this code...you can do it simply adding a camera as child of head bone but you obtain a very jerky effect. FPC addon tries to reduce all of these problematics.
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Post by kajamaz on Jan 10, 2017 15:15:47 GMT
I have. As for void ResetValues() { tpCamera=null; } I still have yet to figure out where you want us to put it, could you tell us what line of code we should place it at? I always get errors. Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonController.cs(366,9): error CS9010: Primary constructor body is not allowed Assets/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeManager.cs(402,5): error CS9010: Primary constructor body is not allowed You can put void ResetValues(){tpCamera=null;} in the line above of the void start() line (only in vThirdPersonInput.cs and vMeleeCombatInput.cs) The name tpCamera does not exist in current context is the error when i hover over tpCamera When I hit run the error is Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonController.cs(18,30): error CS0103: The name `tpCamera' does not exist in the current context
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Post by sjmtech on Jan 10, 2017 15:40:15 GMT
You should edit vThirdPersonInput.cs and vMeleeCombatInput.cs not vThirdPersonController.cs!
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Post by kajamaz on Jan 10, 2017 19:03:02 GMT
You should edit vThirdPersonInput.cs and vMeleeCombatInput.cs not vThirdPersonController.cs! ._. Thank you, this has been driving me nuts (i've probably been driving you nuts too)
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Post by sjmtech on Jan 10, 2017 20:57:58 GMT
No problem, i'm glad you solved!
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