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Post by kingceryn on Jan 9, 2022 1:15:28 GMT
This thing is awesome. I'll post some videos once I get it set up a little more. And thanks to Kingceryn for the quick reply to fix my issue. (When you buy this, if the Enemy_Directional characters are all missing a script - it's the v_AIController Script, which can be found in the [ Melee Combat > Scripts > Character AI ] folder. Open the Prefab {it might give warning about saving - just okay it and continue} and now add the v_AIController script and delete the Missing Script. When you do this, your Enemy_Directional character will now have and extra SphereSensor, make sure you Delete the extra one - the Correct one will be in your v_AIController [Detection] Sphere Sensor Slot - Just click on that to make the Enemy_Directional open in the Hierarchy and you'll see the 2 SphereSensors will be right next to each other. And lastly, in the v_AIController [Detection} set Obstacle Layer to "Default," if it's not already, to keep your bad guys from animating through the walls - Now you're good to go and create violence!) The reason this happened is because the Directional Combat system was built using a newer version of Invector Melee than the one I'm using and they had updated the scripts. Simple problem/Simple solution. Yes I keep forgetting about this, I'm not sure when exactly it happened, but at some point Invector changed some syntax in their vSimpleAIController scripts, and when you update some of the "Dummy Enemy" prefabs are broken because they still reference the old ones. So if you have an older version, you need to just re-attach those to the enemies in the DEMO SCENE, or a newer version, vice versa. But it also works with FSM AI as well, any enemy that has an Animator should work fine, its just those default Invector Enemy Prefabs that have the issue. If you have the regular Melee set, try just grabbing one of the existing Enemy prefabs of them and adding the components.
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Post by arthurcz on Mar 16, 2022 12:34:41 GMT
Hi ! I purshased your work and it works perfectly ;) but I wanted to know if it's possible to make the joystick axes detect the enemy instead of the camera direction. I use X input for attacks and it's complicated to turn camera during combat to detect others enemies. Here an example of combats in my game.
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Post by kingceryn on Mar 22, 2022 1:35:59 GMT
Hi ! I purshased your work and it works perfectly ;) but I wanted to know if it's possible to make the joystick axes detect the enemy instead of the camera direction. I use X input for attacks and it's complicated to turn camera during combat to detect others enemies. Here an example of combats in my game. Great suggestion, i'll add this to the next small update! It's been. rewritten to use vGenericInputs, so I'll make it use Camera + A/D keys (or Left Joystick on Gamepad) Your game looks awesome BTW, congrats!
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Post by kingceryn on Mar 22, 2022 1:38:09 GMT
Updated original post with new info- Version v2.0.1 is released with a ton of new updates!
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Post by mitchy on Mar 29, 2022 20:29:27 GMT
kingceryn Are dodge/roll still working as intended? Maybe I set things up wrong, but, using the included player prefab, the "one tap for dodge, two taps for roll" functionality isn't working for me. Instead, every time I tap it, it alternates between dodging and rolling. I've found that `UseRoll` inside of `DirectionalCombat.RollDelay()` doesn't change from `true` to `false` unless the functional is called again, which, as far as I can tell, isn't intended. Is this a bug or something I did on my end? Could it be because I'm using the Shooter Template instead of Melee Combat Template?
Versions: Shooter Template: 2.6.1b FSM AI: 1.1.7b DOTween: 1.2.632 Directional Combat: 2.0.2
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Post by kingceryn on Mar 29, 2022 21:18:05 GMT
kingceryn Are dodge/roll still working as intended? Maybe I set things up wrong, but, using the included player prefab, the "one tap for dodge, two taps for roll" functionality isn't working for me. Instead, every time I tap it, it alternates between dodging and rolling. I've found that `UseRoll` inside of `DirectionalCombat.RollDelay()` doesn't change from `true` to `false` unless the functional is called again, which, as far as I can tell, isn't intended. Is this a bug or something I did on my end? Could it be because I'm using the Shooter Template instead of Melee Combat Template?
Versions: Shooter Template: 2.6.1b FSM AI: 1.1.7b DOTween: 1.2.632 Directional Combat: 2.0.2
Ah yes I switched it to be alternating, i forgot to update the documentation. I found the double tap was a little too tricky to get the roll working without doing a weird short 2nd dodge first, so this seemed smoother. I'll try to add an option for double tap in this next update.
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Post by mitchy on Mar 29, 2022 21:36:54 GMT
Ah yes I switched it to be alternating, i forgot to update the documentation. I found the double tap was a little too tricky to get the roll working without doing a weird short 2nd dodge first, so this seemed smoother. I'll try to add an option for double tap in this next update. Good to know, thank you!
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Post by kingceryn on Mar 29, 2022 22:24:43 GMT
Ah yes I switched it to be alternating, i forgot to update the documentation. I found the double tap was a little too tricky to get the roll working without doing a weird short 2nd dodge first, so this seemed smoother. I'll try to add an option for double tap in this next update. Good to know, thank you! One way to get around this now is to use the "UseSeparateRoll" input option, it lets you do either Roll or Dodge depending on different inputs, but not the same one. So a little different, but doesnt alternate
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Post by kingceryn on Apr 30, 2022 0:41:06 GMT
Original post updated with Version 2.5!
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Post by deirre on Apr 30, 2022 4:33:34 GMT
Question, what was that thing you threw at the beginning...was it part of the update?
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Post by kingceryn on Apr 30, 2022 10:28:20 GMT
Question, what was that thing you threw at the beginning...was it part of the update? Yes, I added a simple DirectionalObjectSpawner script, that you can use to instantiate things in various ways- TowardsPlayer, or TowardsvLockONTarget, or OnvLockOnTarget, as well as RaycastForward, CameraForward, RaycastHit, etc. Basically just a simple way to do spells or other ranged stuff, on Enemies or Player. I use vAnimatorEvents to trigger em. The Demo Player has two Spell Consumables, one for TowardsLockOnTarget and one for ONLockOnTarget. If there's no LockOnTarget, it defaults the Raycast options
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Post by deirre on Apr 30, 2022 14:27:15 GMT
Cool. I have been trying to think of a way to throw projectiles with swords and the other hand. I will probably have time this weekend to try it out.
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Post by kingceryn on Apr 30, 2022 17:49:03 GMT
Cool. I have been trying to think of a way to throw projectiles with swords and the other hand. I will probably have time this weekend to try it out. Yeah this example shouldnt interfere with your weapons, it just gets triggered by a vAnimatorEvent, so you can play around with it and see what works best. Can shoot from hands, or just in the Player hierarchy, wherever works best for your attacks.
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Post by krsone on Nov 12, 2022 3:27:14 GMT
Without any proper videos or demo it's really hard to tell if this asset is any use or not.
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Post by mapu9114 on Feb 2, 2023 19:52:29 GMT
I cantfix the time of parry window from animator beahviour there s a metod to can Decide the time of the counter attack?please help me thanks
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