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Post by Deleted on Jun 24, 2018 0:05:02 GMT
I just downloaded the newest version of the Spell system and Invector Combat&Melee, but it seems that I have some trouble with it. The vItemEnums script comes up with an error that says "The namespace `Invector.vItemManager' already contains a definition for `vItemAttributes'." I also cannot equip or use spells, even in the demo scenes, even though they are in the inventory and weapons. Everything else appears to work fine but I just cannot seem to make it work and I'm at a bit of a loss. I hope that some of you might have an idea on how to get around this or that you might've faced the same problem. from the error you have two classes called vItemAttribute in the namespace Invector.vItemManager, this is fairly clear and doubt the demo scenes will work if you have errors in the console.
download astrogrep and search your project for that class, see where it is doubled up
on the equip spells, this is actually a common issue, the spells are not linked up to the UI, create a fresh project and follow the installation instructions listed on page 1 of the forum and in the PDF, another way to attack it would be to follow the 5min tutorial, and build yourself a fresh scene using the wizards, these will link everything up for you (aka the player to the UI) and save alot of headache
if you scroll back a few posts you will see instructions on how to manually link the UI to the player aswell
note to use the features_showcase scene
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Post by Deleted on Jun 27, 2018 22:29:56 GMT
I just downloaded the newest version of the Spell system and Invector Combat&Melee, but it seems that I have some trouble with it. I have drafted a new release to fix this persistent issue, whilst the delegate links are documented in the PDF, this is a much more automatic and friendly solution. github.com/ShadesOfInsomnia/SpellSystem/releases/tag/v2.2bThis release adds a new feature, which will solve the issue many are having regarding the spell slots not being linked to the UI after import (or messing around), on the player magic settings component, see the top button "Check Links between Player & UI", this is check all the delegates are still linked and add any missing. This releasse also contains a few minor fixes from the bleeding edge branch: - added playermaker actions from lhide - extra failsafe on UI display - receive damage fix - updated to ignore weapon holders - fixed compiler warning DO NOT INSTALL THIS RELEASE UNLESS YOU ARE RUNNING INVECTOR MELEE 2.3 OR SHOOTER 1.2
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Post by newbie on Jul 1, 2018 22:57:45 GMT
Same problem as cincera92 have, i getting an error "Assets/SpellSystem-2.2b/Invector-3rdPersonController/ItemManager/Scripts/vItemEnumsBuilder/vItemEnums.cs(2,18): error CS0101: The namespace `Invector.vItemManager' already contains a definition for `vItemType'" when i open the error from vb.net to check the problem the script doesn't have a red line on it.
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Post by Deleted on Jul 2, 2018 23:59:53 GMT
Same problem as cincera92 have, i getting an error "Assets/SpellSystem-2.2b/Invector-3rdPersonController/ItemManager/Scripts/vItemEnumsBuilder/vItemEnums.cs(2,18): error CS0101: The namespace `Invector.vItemManager' already contains a definition for `vItemType'" when i open the error from vb.net to check the problem the script doesn't have a red line on it. the error is fairly descriptive, there are two class definitions for vItemType, download astrogrep, search your entire project for vItemType and you will find it defined in two files, clearly one of those shouldnt exist
its a tool i wouldnt like to code without, way better than the search in visual studio
however after re-reading your error, look at your path Assets/SpellSystem-2.2b/Invector-3rdPersonController/ItemManager/Scripts
since when does the spell system live in that folder, it lives in Assets/Invector-3rdPersonController/Add-Ons/SpellSystem
not that it minds being elsewhere unless you use the wizards if you dont use the wizards then you can have it where ever you want yet, you have placed the enums which are supposed to be inside the invector core folder, in your folder
am guessing that you have expanded the zip, it has created a folder same name as the zip and you have just copied the folder into your project
place it from the root aka /Assets without any containing folder, and you will find it works and you wont be doubling up the vItemType enum,
it will also be located in the invector add-ons folder
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Post by darknubis365 on Jul 3, 2018 5:00:22 GMT
Was any improvements to the generic AI on the Lizard?
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Post by Deleted on Jul 4, 2018 20:01:22 GMT
Was any improvements to the generic AI on the Lizard? the generic AI on the lizard is going to be depricated due to invector removing their old AI from the current release (or at least significantly changing it) this has never been a development target and never will be due to the new AI invector is bringing and its associated problems.
we have instead wrote our games AI via behavior designer, which is way more advanced
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Post by joshbk2 on Jul 10, 2018 21:45:09 GMT
Hello, I was wondering if there was a way to get emerald ai creature to receive damage from spells?
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Post by Deleted on Jul 12, 2018 14:37:24 GMT
Hello, I was wondering if there was a way to get emerald ai creature to receive damage from spells? ok the spell sytem uses generic invector damage, as well as magic damage, you need to make your creature receive generic (aka physical) invector damage, you can do this by having a script that derives from invectors character/interface, eg: public class SentientController : vCharacter, vIMeleeFighter protected override void Start() { // base initialise base.Start();
// set targeting selection based upon alignment if (TheLevelingSystem) { // listen for stat changes TheLevelingSystem.NotifyUpdateHUD += new CharacterBase.UpdateHUDHandler(UpdateHUDListener); TheLevelingSystem.ForceUpdateHUD(); }
// birth animation & magic spawning if (BirthStartTrigger != "") { TheAnimator.SetTrigger(BirthStartTrigger); // trigger the random magic state selector } CoDelayedSpawn = StartCoroutine(GlobalFuncs.SpawnAllDelayed(SpawnOnBirth, BirthSpawnDelay, NoneSequentialSpawns, transform, null, 0, false, (gameObject.tag == "Enemy" ? SpawnTarget.Friend : SpawnTarget.Enemy))); // trigger all birth spawns the the array
}
/// <summary> /// Incoming damage hit event receiver. /// </summary> /// <param name="damage">Information about the damage received.</param> /// <param name="attacker">Source of the damage.</param> public void OnReceiveAttack(vDamage damage, vIMeleeFighter attacker) { TakeDamage(damage); }
public override void TakeDamage(vDamage damage) { // ignore damage if the character is rolling, dead or the animator is disable if (isRolling || currentHealth <= 0 || !TheAnimator.enabled) return; //if (!damage.ignoreDefense && !actions) return;
// apply damage to the health currentHealth -= damage.damageValue; currentHealthRecoveryDelay = healthRecoveryDelay;
if (CurrentStamina > 0) CurrentStamina -= StaminaRecovery * 2;
if (HealthSlider != null) HealthSlider.Damage(damage);
if (currentHealth <= 0 && !isDead) { onDead.Invoke(gameObject); isDead = true; return; } onReceiveDamage.Invoke(damage); if (damage.activeRagdoll) onActiveRagdoll.Invoke(); }
/// <summary> /// Listen to the leveling system for attribute changes. /// </summary> /// <param name="cb">Callback reference to the leveling class.</param> /// <param name="e">Character stats that have been updated.</param> protected virtual void UpdateHUDListener(CharacterBase cb, CharacterUpdated e) { maxHealth = e.LifeMAX; currentHealth = e.Life; maxStamina = e.StaminaMAX; } }
now that is a very loose outline of what you need, what you will find is that the vMeleeFighter interface forces the declaration of alot of stuff, best to look at invectors own AI and strip it down you will need to link the melee manager event onReceiveDamage and the levelling system sends adjusted damage back (eg fire damage with fire damage resistance mitigation applied)
i also derive from vCharacter to gain alot of invectors core workings i have found my own AI controller benefits from but this is not required really, you could instead use the UpdateHUDListener to update emerald's health rather than the vcharacters health
i use behavior designer myself rather than emerald and cannot really give you a complete working class, but this should be a starting point, derive a class from the vMeleeFighter interface is the minimum as this is how straight up invector damage is received into the TakeDamage member best to look at how their AI operates
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Post by joshbk2 on Jul 12, 2018 20:17:52 GMT
Thanks insomnia, i always forget i have behavior designer i will give that a shot aswell
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ricon
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Post by ricon on Jul 21, 2018 9:00:36 GMT
I use 2017.4.3f1 and get this error:
Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/GenericRIGController.cs(1,16): error CS0234: The type or namespace name EventSystem' does not exist in the namespaceInvector'. Are you missing an assembly reference?
I use Invector Melee 2.3.2
Any idea how I can fix this?
Thanks
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Post by Deleted on Jul 21, 2018 11:55:24 GMT
I use 2017.4.3f1 and get this error: Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/GenericRIGController.cs(1,16): error CS0234: The type or namespace name EventSystem' does not exist in the namespaceInvector'. Are you missing an assembly reference? I use Invector Melee 2.3.2 Any idea how I can fix this? Thanks hi mate due to the latest invector changes i am depricating the generic rig, you will need to delete files - GenericRIGController.cs - GenericRIGRagdoll.cs and in shadexComponents.cs comment out the reference to the above //[MenuItem("Invector/Shades Spell System/Character Components/Generic RIG Controller")] //static void MagicAIControllerMenu() //{ // if (Selection.activeGameObject) // Selection.activeGameObject.AddComponent<GenericRIGController>(); // else // Debug.Log("No Active Selection"); //} another break you will need to fix in vHealthController.cs change public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; }protected set { _onReceiveDamage = value; } } to public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } set { _onReceiveDamage = value; } } aka lose the protected keyword invector have promised to lose the protected keyword in their next release and a note to all, invector's new AI has gone to beta and the shades of insomnia team is testing it, we will be releasing a v3 of the spell system that optionally uses it and i will build in the above changes once it goes live in about a month
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ricon
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Post by ricon on Jul 21, 2018 12:54:06 GMT
thanks for the fast reply Insomnia! But I have still a few errors :( Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(151,20): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `onPatrol' and no extension method `onPatrol' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference?
Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(316,48): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference?
Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(318,78): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference?
Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(406,24): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference?
Thanks again :D
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Post by Deleted on Jul 21, 2018 13:14:45 GMT
thanks for the fast reply Insomnia! But I have still a few errors :( Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(151,20): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `onPatrol' and no extension method `onPatrol' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(316,48): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(318,78): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(406,24): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Thanks again :D I will debug tonight, please confirm that you are using the latest version of invector melee?
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ricon
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Post by ricon on Jul 21, 2018 13:17:57 GMT
thanks for the fast reply Insomnia! But I have still a few errors :( Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(151,20): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `onPatrol' and no extension method `onPatrol' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(316,48): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(318,78): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Assets/Invector-3rdPersonController/Add-ons/ShadesSpellSystem/Scripts/MagicAI.cs(406,24): error CS1061: Type `Invector.vCharacterController.AI.v_AIController' does not contain a definition for `pathArea' and no extension method `pathArea' of type `Invector.vCharacterController.AI.v_AIController' could be found. Are you missing an assembly reference? Thanks again :D I will debug tonight, please confirm that you are using the latest version of invector melee? Thanks! yep I use the latest version 2.3.2
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Post by Deleted on Jul 22, 2018 0:25:26 GMT
I will debug tonight, please confirm that you are using the latest version of invector melee? Thanks! yep I use the latest version 2.3.2 grab the bleeding edge branch which will solve your compile issues, that being said i am getting issues in the core scene features_showcase - inventory isnt working, the window doesnt open - spells are not linked to the buttons, likely due to invector inventory changes - AI spells are firing but am not seeing the particle fx - still need to remove the protected keyword as described in the previous post so my recommendation is to replace the scripts folder to gain a project that compiles i will revisit this when invector release the AI2.0 in a month with spell system v3
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