ricon
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Posts: 9
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Post by ricon on Jul 22, 2018 6:08:58 GMT
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 OK thanks insomnia... I think I will wait for the v3 version
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Deleted
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Post by Deleted on Jul 22, 2018 10:56:09 GMT
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 OK thanksĀ insomnia... I think I will wait for the v3 version That would be wise as invector needs to settle for me to want to expend time on this. That being said be aware that the spell system isn't a separate project of mine and is a sub component of my active game and is still working in its current state including the inventory. V3 will require a purchase of their AI and is only worth waiting for if you plan on using it. We use behavior designer for the AI and are considering using the invector AI for horde mode bots. V3 will mainly be a rebuild of the spell system demo scenes.
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Post by darknubis365 on Aug 2, 2018 16:37:41 GMT
Forgot how the hell you equip magic skills in this?lol Well they arent showing in the bar i cant remember how to put them in skillbar
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Deleted
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Post by Deleted on Aug 2, 2018 23:43:36 GMT
Forgot how the hell you equip magic skills in this?lol Well they arent showing in the bar i cant remember how to put them in skillbar press the magic button to relink the delegates needed
or if you are linked, then select them in the inventory if you havnt applied auto equip
note for all we have made an extension to the new invector ai to allow spells, will clean up when vAI2 gets off beta
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Post by G 4 greatness on Aug 3, 2018 23:32:56 GMT
Hie insomnia, to know how to create a character armour equipment inventory system to add to the inventory. .. I have sticher tutorials but I don't know how incorporate it into the inventory system and your system here are the tutorials I followed
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Post by Deleted on Aug 5, 2018 20:57:56 GMT
Hie insomnia, to know how to create a character armour equipment inventory system to add to the inventory. .. I have sticher tutorials but I don't know how incorporate it into the inventory system and your system here are the tutorials I followed Hi Gwin
An equipment window isnt part of the spell system at this point, you can add the script CharacterEquipAttributes to each of your equipments, this will allow them to sync with the leveling system's equipment weight and have attributes such as strength or fire resistance % like in diablo. Which would then show in the character information window that comes with the spell system.
as for adding equipment, it is purely a case of attaching the armour to bones, same as weapons do, not complex specifically.
i will likely code one for the spell system but am currently working on AI so wouldnt be soon.
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Post by kennetha123 on Sept 10, 2018 15:15:32 GMT
hi, im new member here. Just wondering here and found this great add-on of invector. Im using Invector Shooter Melee 1.2.2 and i do anything in the instruction but it leave me one error . in CreateMagicNPCController line 239 it said cant be access health due protected. How do i fix this? sorry im not really good at scripting , still learning :D
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Post by kennetha123 on Sept 11, 2018 8:48:48 GMT
hi shades, i think there is a bug , when we spamming the magic button , the animation restarting and mana used. its not even let us finished our first move xD.
by the way is this integrated with evila rpg pack?
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Post by Deleted on Sept 16, 2018 23:11:47 GMT
hi, im new member here. Just wondering here and found this great add-on of invector. Im using Invector Shooter Melee 1.2.2 and i do anything in the instruction but it leave me one error . in CreateMagicNPCController line 239 it said cant be access health due protected. How do i fix this? sorry im not really good at scripting , still learning :D this is an easy one, double click the error line and remove the keyword protected from invectors script, they have promised to remove this themselves in a furture version
vHealthController remove the protected keyword from line 67
public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; }protected set { _onReceiveDamage = value; } } to
public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } set { _onReceiveDamage = value; } } hi shades, i think there is a bug , when we spamming the magic button , the animation restarting and mana used. its not even let us finished our first move xD. by the way is this integrated with evila rpg pack? this isnt specifically integrated with the rpg pack, but many elements would work along side as both use invectors inventory, though you would have to choose which leveling system you prefer and on the bug, i am looking into an updated release relating to vAI2.0, i will do some spamming testing though this wasnt previously an issue
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Post by shadex on Sept 17, 2018 0:26:18 GMT
hi shades, i think there is a bug , when we spamming the magic button , the animation restarting and mana used. its not even let us finished our first move xD. by the way is this integrated with evila rpg pack?
So if you go to where that spell is in the animator, and go to the first transitions, there should be a check box, "Can Translate to Self". If you check that, it will allow the full animations to play. The reason the spell is not being cast, is that it's exiting the animation before the spell get's cast, which is what "start time" is in magic behavior script that holds the spell prefab. If you set the start time to .01, the spell will cast as soon as the animation state is entered, though it will look out of sync with the animation. Though it's kinda cool for skill's as it punishes you for spaming the button, as it uses up the mana, and starts the animation, but on the same tolken, if you time it right after you hit an enemy, it really rewards you with insane dps.
Tharindu stated that he was not going to support the spell system. Though i got most of the stuff working by following the manual instructions and reading his documentation. Though i would decide which leveling and stat system you want to use first. IMHO Rindu's has the better leveling system (logoryhtmic), we have the better stat and resist system (you can add armor as a % or flat value, elemental resists, working with our damage system). Both systems are pretty modular, so take what you want and leave the rest.
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Post by kennetha123 on Sept 22, 2018 11:01:42 GMT
hi shades and insomnia , thank you for your reply ! im just wondering when you gonna update the documentation? i think its pretty outdated and im even confused with the settings to make spells are in inventory and slot. after that idk what to do to spawn the magic :/
it really help if documentation updated. cheers!
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Post by kennetha123 on Sept 23, 2018 15:36:26 GMT
hi shades and insomnia , i think i found a sluggy bug. When youre using magic while moving , the animation isn't crossfade at some magic for example the poison thing. And its kinda ugly to see that xD is there any simple solution over that? thanks
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Post by shadex on Sept 24, 2018 2:03:07 GMT
hi shades and insomnia , thank you for your reply ! im just wondering when you gonna update the documentation? i think its pretty outdated and im even confused with the settings to make spells are in inventory and slot. after that idk what to do to spawn the magic :/ it really help if documentation updated. cheers! Yea, Updating documentation is like my least favorite thing. I'll take a look at it and see what needs to be updated. One thing that sucks is that i know the system, so it's harder to know gaps in the documentation. If you there is something you want covered more, let me know. I can't promise i'll get to it, but i can make it a higher priority if it helps everyone.
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Post by shadex on Sept 24, 2018 2:10:15 GMT
hi shades and insomnia , i think i found a sluggy bug. When youre using magic while moving , the animation isn't crossfade at some magic for example the poison thing. And its kinda ugly to see that xD is there any simple solution over that? thanks The solution i used was to put magic in it's own layer and reactions in their own layer. I did this so you could cast in between attack's if you configured the animation speed correctly. The making thing's pretty i left for the artists, as the spells are just examples.
What are you aiming for with the spells. What do you want them to do, what states do they interupt? I think it would be easier to give you the advice as anything past this point starts to change how the animator as a whole is setup.
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Post by kennetha123 on Sept 24, 2018 5:08:13 GMT
I think i want the character locked for not moving when he do an magic animation , the only thing that interrupting it is when enemy hit us down and we play animation hitted and magic canceled.
Thanks alot for your help :D
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