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Post by mosthated on Dec 30, 2017 3:17:08 GMT
I am having an issue with melee weapons, trying to attach them to my character, or adding them to my item list. If I put it in my characters hand and line it up and prefab it, then its always in my hand. If I try to just take the weapon (sword) and add it as a standard item in the items menu in the inspector, it either comes out with a different transform rotation, or scale. How am I supposed to go about making a new weapon properly and making sure it lines up with the character mesh?
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Post by Deleted on Dec 30, 2017 19:57:01 GMT
I am having an issue with melee weapons, trying to attach them to my character, or adding them to my item list. If I put it in my characters hand and line it up and prefab it, then its always in my hand. If I try to just take the weapon (sword) and add it as a standard item in the items menu in the inspector, it either comes out with a different transform rotation, or scale. How am I supposed to go about making a new weapon properly and making sure it lines up with the character mesh? Hi MostHated strange name btw, paranoid at all? ok this isnt really a spell system question but the answer is easy enough - play your project - equip a weapon via inventory - press pause - find the equip point in the bone structure - realign the transform/rotation of it so that the weapon is perfectly in your characters hand - copy the transform component (via the gear icon) - stop the project - click the gear icon again and hit paste component values do the same for the other hand with a shield and from that point equiping via the inventory will have the desired result of weapon aligned with hands be well Shades of Insomnia
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Post by mosthated on Dec 31, 2017 3:28:57 GMT
Thank you much for that! One more thing, when I go to add a spell to the equipped slot, the spell does not show up? If I add a sword or something, that works just fine, I can swap them, etc. The spell shows up in the actual equipment slot, but not on the ability bar, so I can't cast anything.
I just did some more testing, It seems to work in another scene, but not my main scene I have been working on. Not sure what might have changed or what could be missing that would cause this? Both scenes use the same Player prefab, so it must be something else.
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Post by Deleted on Dec 31, 2017 17:03:10 GMT
Thank you much for that! One more thing, when I go to add a spell to the equipped slot, the spell does not show up? If I add a sword or something, that works just fine, I can swap them, etc. The spell shows up in the actual equipment slot, but not on the ability bar, so I can't cast anything. I just did some more testing, It seems to work in another scene, but not my main scene I have been working on. Not sure what might have changed or what could be missing that would cause this? Both scenes use the same Player prefab, so it must be something else. One thing you have to be careful of is the delegate links between the UI and the player that are generated by the wizard. Have a look at the lobby scene, if you look when you load a level, the UI, inventory and the player are persisted into the level that is loaded for this very reason. The links between the player and the UI are documented in the PDF and if you look at the wizard it would be very easy to make a class that checked all the delegate links. If you extend the system don't forget to share on github, pm me to join the project.
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Post by kevios on Jan 1, 2018 16:26:52 GMT
First of all Tranks for this Perfect addon *_* !!! My question Is, did you plan a Transformation skill? Like e.g. You can Transform to a Beserker Modus or you can Transform to a other Person with a other character Controller where you can fly ? I Hope you Understand my question BTW happy New year
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Post by mosthated on Jan 1, 2018 16:37:26 GMT
I am trying to see if I can get this to work along with the Inventory Pro integration, if I am able to make any headway with it, I will definitely share. I see that spells are stored in an asset file it looks like once they are created to inventory, is there any way to actually get them into Inventory Pro? As for my issue with spells not showing up, I tried it on a fresh scene and it worked, but only for the first play. Once I stopped the game and started again, it no longer worked. I keep getting this below when I try to swap a spell out in the inventory. I did not change anything with the UI or anything either. I would love for this to become more stable so I can have it working to try to get it to work with Inventory Pro and use it in my game. : D When it worked, it was great. Looking through the inventorywindow as well as the equipmentdisplaywindow, both show none for item, yet my actual inventory equipment show spells in the slots, yet I do not have any spells in my inventory as I removed them. They are stuck in the equipped slots in the menu. i.imgur.com/L5ANoYL.png
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Post by Deleted on Jan 1, 2018 18:07:39 GMT
First of all Tranks for this Perfect addon *_* !!! My question Is, did you plan a Transformation skill? Like e.g. You can Transform to a Beserker Modus or you can Transform to a other Person with a other character Controller where you can fly ? I Hope you Understand my question BTW happy New year happy new year aswell, checkout sickscore's flying mod, shouldnt be hard to code a transform to flying spell, dont forget to share your results I am trying to see if I can get this to work along with the Inventory Pro integration, if I am able to make any headway with it, I will definitely share. I see that spells are stored in an asset file it looks like once they are created to inventory, is there any way to actually get them into Inventory Pro? As for my issue with spells not showing up, I tried it on a fresh scene and it worked, but only for the first play. Once I stopped the game and started again, it no longer worked. I keep getting this below when I try to swap a spell out in the inventory. I did not change anything with the UI or anything either. I would love for this to become more stable so I can have it working to try to get it to work with Inventory Pro and use it in my game. : D When it worked, it was great. Looking through the inventorywindow as well as the equipmentdisplaywindow, both show none for item, yet my actual inventory equipment show spells in the slots, yet I do not have any spells in my inventory as I removed them. They are stuck in the equipped slots in the menu. i.imgur.com/L5ANoYL.pnghi mate...if you debug the error you will see that the vItem that you are unequiping is missing the MagicID attribute, to debug a script error - open the magic settings class in visual studio - place a break point at the top of the unequip function - press attach to unity - got back to unity and press play now when you run the game as soon as that unequip line is hit, you can preview what the code is doing the line that will break is var vAttribMagicID = viSpell.attributes.Find(ai => ai.name.ToString() == "MagicID"); // grab the magic id so your basically missing the MagicID attribute from your spell, you need a mana cost one aswell
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Post by mosthated on Jan 1, 2018 18:24:40 GMT
That is the thing though, I was using the default built in spells. It has the magicID as well as a mana cost. The same spell worked for one go, then when I played the scene again, it didnt. I double checked and ID and mana are both on the spell. I tried several and none are working. It is just strange that it worked once, then I did not change anything, and then it didnt.
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Post by Deleted on Jan 1, 2018 18:47:46 GMT
That is the thing though, I was using the default built in spells. It has the magicID as well as a mana cost. The same spell worked for one go, then when I played the scene again, it didnt. I double checked and ID and mana are both on the spell. I tried several and none are working. It is just strange that it worked once, then I did not change anything, and then it didnt. Hi Mate I have sent you a pm with my email address..share the project (or a test project of some kind) via unity collab and I will take a quick look. On inventory pro do note you have alot of work ahead of you to make that workable just for invector. It can be done I have it aswell but it is more than painful.
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Post by kevios on Jan 2, 2018 9:30:16 GMT
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Post by shadex on Jan 3, 2018 18:09:42 GMT
If your trying to do a transformation effect, you need don't really want to swap controllers, That's going to not only be super laggy, and if you don't do it correctly, including having to relink everything for the new controller to the UI and everything else, it will break, and it will break easy. Now there are 3 ways to do this correctly. 1) If your just material swapping, UV swaping, you can make a gameobject for the spell the spell and write a small script to swap materials on start and then when you set the spell up in the animator, make sure "Keep Parent" is checked, make sure "Do Not Pool" is checked if your using start to initialize the material swap. Finally make sure the gameObject is on a layer like ignore raycast. 2) If you just want the particle effect transformation (guy's on fire, or has after-image particle effect, or dark energy flows out of him/her) Just make sure that the particle effect is on loop, and when it's spawned, it's time till destroyed is the duration of the spell. 3) If you want a full body swap, you can do this by adding the mesh you want to transform into to, to the mesh of your current character and disabling it. (On Vbot it's Mesh LoD). Then simply write a script to disable the current mesh and enable the new mesh. You can then either swap the animator (which stutters the game) or you can swap the AttackID / movesetID. Put this script on a spell like in the first way, with do not pool and keep parent checked off to be safe. If you want the effect to look good, your going to want to probly use all 3 of these at the same time.
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Post by magique on Jan 8, 2018 22:11:55 GMT
This looks very nice. In your original post it mentions downloading SQLLite or non-standard OS or to use Easy Save 2 instead. I am using Wii U so SQLLite is out of the question. Can this asset run entirely without SQLLite and just use Easy Save 2?
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Post by magique on Jan 8, 2018 22:16:06 GMT
Also, do you know if this works with EvilA's RPG pack?
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Post by Deleted on Jan 9, 2018 1:04:10 GMT
This looks very nice. In your original post it mentions downloading SQLLite or non-standard OS or to use Easy Save 2 instead. I am using Wii U so SQLLite is out of the question. Can this asset run entirely without SQLLite and just use Easy Save 2? hi magique, its an either or none situation, both are optional, to use with easy save 2, dont install - CharacterDataSQLLite.cs data layer provider - the plugins folder - the MenuTest_LobbySQL scene then run the MenuTest_LobbyES2 scene or for a project without easysave 2, dont install the - CharacterDataEasySave2.cs data layer provider - the MenuTest_LobbyES2 scene then run the MenuTest_LobbySQL scene to make a custom provider for a different data source, simply clone either of the existing providers (CharacterDataEasySave2.cs/CharacterDataSQLLite.cs) update the methods to save/load from your new data source, then add to your character. Also, do you know if this works with EvilA's RPG pack? Its not something we have developed along side of, certain components are done in both (eg the leveling system) and in completly different ways, i would say many parts of EvilA's RPG pack would be very beneficial, especially the quests, shop etc but it really depends upon whether your prepared to write code to make use of both. certainly they wont just plug and play, note the spell system is open source, so if you write any connectors, please do share for the benefit of all.
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Post by magique on Jan 9, 2018 1:08:51 GMT
Thanks for the information. It was very helpful.
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