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Post by Deleted on Dec 6, 2017 21:27:56 GMT
ok i have asked the question....it would be great way for any mods people make with it to be useful for others, share and enjoy... Awesome man!! Thank you! Xalo
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Post by Deleted on Dec 7, 2017 0:11:29 GMT
FYI one minor flaw i have spotted whilst setting up an AI character in another project is in the magicAI component the spell trigger defaults to AIMagicAttack, it should be just MagicAttack.
This is a hangover from previous code when there were two sets of states for the spells.
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Post by uberwiggett on Dec 7, 2017 2:23:38 GMT
Have downloaded but haven't looked at the package yet, can I ask though, is the generic AI modular enough to be implemented without the rest of the spell system code? or does it rely on the spell system for certain parts (like ranged AI)
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Post by Invector on Dec 7, 2017 12:01:45 GMT
Wow I was not following the progress on this thread, but now that I took my time to check it out you guys have been busy ahn!? Great work!!
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Post by Deleted on Dec 7, 2017 15:14:14 GMT
Have downloaded but haven't looked at the package yet, can I ask though, is the generic AI modular enough to be implemented without the rest of the spell system code? or does it rely on the spell system for certain parts (like ranged AI) Hi uberwiggett Note that the generic AI / ragdoll is listed as experimental. It does work as you can see from the video but it needs more development time. That being said it only has one major issue and that is on a long creature like the iguana the turns are a little steppy. As invector is bringing AI v2 I didn't develop this further. To answer your original question It is not dependant on the spell system in any way. The rag doll for is it built using the reorganize editor see the docs for further info on how I set it up
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Post by Deleted on Dec 7, 2017 23:13:04 GMT
ok i have asked the question....it would be great way for any mods people make with it to be useful for others, share and enjoy... Awesome man!! Thank you! Xalo wish granted, to contribute for the benefit of all please pm me your github username to be added to the project. github.com/ShadesOfInsomnia/SpellSystemnote that the system generates via doxygen the API from the xml comments on the classes/functions, the same style will be desired
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Post by Deleted on Dec 7, 2017 23:28:48 GMT
Awesome man!! Thank you! Xalo wish granted, to contribute for the benefit of all please pm me your github username to be added to the project. github.com/ShadesOfInsomnia/SpellSystemnote that the system generates via doxygen the API from the xml comments on the classes/functions, the same style will be desired Awesome man thank you!!!! :D
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Post by shadex on Dec 8, 2017 8:40:23 GMT
Wow I was not following the progress on this thread, but now that I took my time to check it out you guys have been busy ahn!? Great work!! Thanks! Yea, feature creep got the best of us. Pretty proud of our work on this one. We got generic AI, Spell/skill system, resist / damage system, leveling system and attribute system, save and load system, and tab targeting archery to name a few. Hopefully it's easier for everyone using the controller to make the games they want.
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Post by Deleted on Dec 14, 2017 2:03:16 GMT
Hello, I'm trying to Build my scene to PC x64 and it whows error building player: Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/CharacterBase.cs(5,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/CharacterDataBase.cs(5,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/CharacterDisplay.cs(7,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/CharacterInstance.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/OriginalLevelingSystem.cs(8,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/ShadexComponents.cs(2,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Any advice? hi gus the reason is that a built game cannot use the UnityEditor namespace. This namespace comes with the UnityEditor.dll assembly that is not shipped (and not compatible) with any build made by Unity. Scripts that use this namespace are only meant to be executed inside Unity Editor. So basically an oversight on my part.... github.com/ShadesOfInsomnia/SpellSystemdownload the replacement scripts from github for any that are using SQLLite rather than easy save2, be sure to make sure you have the correct SQLLite dll for your target platform or use easysave2 thanks Shades Of Insomnia
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Post by mbur823 on Dec 14, 2017 21:19:31 GMT
Shadex I have just recently integrated your package with the Invector Melee Controller and I have to say amazing work! I just had two quick questions I was hoping you could help answer for me.
1) I would like to use the stamina bar instead of the mana bar for casting spells how would I go about making the spells deplete my stamina when used as a posed to mana?
2) I get an error saying I am missing a nav mesh agent on my character controller, so I added one, when this is done my character moves automatically. Is this nav mesh agent actually required if so how do i get my character to stop moving automatically? If not how do I remove the request for a navmesh agent on the character controller.
My questions are probably super simple but I am very new to this.
Thank you for your time in advanced.
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Post by Frosted Brain on Dec 14, 2017 23:21:44 GMT
No download link?
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Post by shadex on Dec 15, 2017 4:23:18 GMT
Check the first post on page one. It's in unity package form.
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Post by shadex on Dec 15, 2017 4:51:24 GMT
Shadex I have just recently integrated your package with the Invector Melee Controller and I have to say amazing work! I just had two quick questions I was hoping you could help answer for me. 1) I would like to use the stamina bar instead of the mana bar for casting spells how would I go about making the spells deplete my stamina when used as a posed to mana? 2) I get an error saying I am missing a nav mesh agent on my character controller, so I added one, when this is done my character moves automatically. Is this nav mesh agent actually required if so how do i get my character to stop moving automatically? If not how do I remove the request for a navmesh agent on the character controller. My questions are probably super simple but I am very new to this. Thank you for your time in advanced. Thanks, glad you like it! Hope it helps you make the game you want! So to answer your first question, there isn't really an easy out of the box way to do this. You can either use the event in Magic Settings or in characterBase.cs you can swap the code that subtracts mana to use stamina instead. You can also write a state machine behavior that subtracts the stamina when you use the state. The event is probly the cleaniest. Answer to 2 is that you do not need a navmesh agent on the character controller. You do need a navmesh agent on the enemy's. Perhaps copy and paste the error? Is the demo scene working properly? Do you get the error in the demo scene?
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gus
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Post by gus on Dec 15, 2017 7:03:23 GMT
Hi, Im still trying to build the windows executable, I replaced the files and now just getting 3 errors:
ArgumentException: The Assembly System.Configuration is referenced by System.Data ('Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Plugins/System.Data.dll'). But the dll is not allowed to be included or could not be found. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:152) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:158) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:192) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x00207] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00050] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:83 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Anything I can do?
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Post by Deleted on Dec 16, 2017 2:22:46 GMT
Hi, Im still trying to build the windows executable hi gus, are you planning on using easysave2 or sqllite for the datalayer? if sqllite then you will need to enforce .net2, see answers.unity.com/questions/485085/dll-is-not-allowed-to-be-included-or-could-not-be.htmlif easysave2 remove the plugins folder and the CharacterDatabaseSQLLite.cs 2) I get an error saying I am missing a nav mesh agent on my character controller, so I added one, when this is done my character moves automatically. Is this nav mesh agent actually required if so how do i get my character to stop moving automatically? If not how do I remove the request for a navmesh agent on the character controller. please post the error, this is abnormal, only AI needs the agent, sounds like you have mixed up the components, did you use the wizard to build the character?
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