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Post by shadex on Jun 15, 2017 16:45:26 GMT
Projectile Tutorial is up... on the 2nd post. Again its not super good quality, but at least its a starting point. I am waiting on invector's left hand update, and then making a tutorial using the shooter AI system will be fairly easy.
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Post by yondaime08 on Jun 16, 2017 1:37:29 GMT
I am going to start a new project and import only invector melee and shade magic system. Then try to set it up again. Honestly i think there is a reason that the projectile is the only thing not spawning correctly. I think i may have another script conflicting with it possibly from another asset i imported before it. Redoing the setup in my current project is still showing the same error and bad result.
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leo
Junior vMember
Posts: 28
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Post by leo on Jun 16, 2017 9:46:21 GMT
Hi, can you introduce how to make AI attack spell?!
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Post by shadex on Jun 16, 2017 19:39:04 GMT
Hi, can you introduce how to make AI attack spell?! Yea, it's super easy though. Just put a MagicSpawn setup, make a MagicSpawn gameobject, drag it in the MagicSpawn Setup, then put a Magic Attack Behavior on the animation you want (IE: Unarmed attack state A), then change the stop distance/attack distance to the distance you want him to cast the spell.
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Post by yondaime08 on Jun 17, 2017 19:39:52 GMT
Hey guys still getting the same error. So I tried to spawn just a reg cube (that has no magic projectile script)as a projectile just to see where it will appear so I could see if the projectile script is the problem. Well, it's not the problem because it doesn't matter what i put in the projectile slot, it all will spawn at 0,0,0 of my world or whatever transform the prefab projectile has. Its like its ignoring my spawn point completely. I really don't have a clue now what to do, except go through the video again to see if anything was done with the spawn point besides dragging it in the slot for the "spawn point." I also tried making my spawn point a prefab, I believe I am doing something to prevent one of the scripts like "MagicAttackbehavior" to not detect the spawn point.
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Post by shadex on Jun 18, 2017 3:23:44 GMT
Hey guys still getting the same error. So I tried to spawn just a reg cube (that has no magic projectile script)as a projectile just to see where it will appear so I could see if the projectile script is the problem. Well, it's not the problem because it doesn't matter what i put in the projectile slot, it all will spawn at 0,0,0 of my world or whatever transform the prefab projectile has. Its like its ignoring my spawn point completely. I really don't have a clue now what to do, except go through the video again to see if anything was done with the spawn point besides dragging it in the slot for the "spawn point." I also tried making my spawn point a prefab, I believe I am doing something to prevent one of the scripts like "MagicAttackbehavior" to not detect the spawn point. Is your animator at the top level in the hierarchy? All the code does is MagicSpawn = animator.GetComponentInChildren<MagicSpawnSetup>().MagicSpawnPoint; which MagicSpawnSetup is just a public transform refrence. So it's something in the previous line then. My only guess is the "GetComponetInChildren" isn't working because MagicSpawnSetup is either higher in the heirachy. You said that the projectile will spawn at whatever world cordinates the projectile has? The strange thing is if you don't set a MagicSpawn i am pretty sure it wont spawn, and just give a null refrence error. I'd throw some debug.log's in and see what MagicSpawn's transform is before and after its set in magic attack behavior.
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Post by yondaime08 on Jun 18, 2017 14:18:53 GMT
Well spawnpoint is the last child of the character. And im using invector's default character that was already in the scene. When i removed the "spawn script" from the player it gave an error and would not spawn anything. When i clicked the error the line about ".getcomponentfromchildren" or something was highlighted.
When i put it back on the player i noticed that the spawn script automatically moves above the spellinput script. Unfortunately it still spawns according to the world transform. I thought it was the animator but it isnt. Cause i quadruple checked everything and also now only have 1 spell. The 1 spell im using is the one as a projectile because i know the other spells i need already work. Im using a beta version of Unity 5.0b i believe. Would a non stable version cause the error? The other thing i could do is show you the scripts and my setups for everything.
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Post by shadex on Jun 18, 2017 14:42:30 GMT
Well spawnpoint is the last child of the character. And im using invector's default character that was already in the scene. When i removed the "spawn script" from the player it gave an error and would not spawn anything. When i clicked the error the line about ".getcomponentfromchildren" or something was highlighted. When i put it back on the player i noticed that the spawn script automatically moves above the spellinput script. Unfortunately it still spawns according to the world transform. I thought it was the animator but it isnt. Cause i quadruple checked everything and also now only have 1 spell. The 1 spell im using is the one as a projectile because i know the other spells i need already work. Im using a beta version of Unity 5.0b i believe. Would a non stable version cause the error? The other thing i could do is show you the scripts and my setups for everything. Your using Unity 5.0b ? I am using 5.6.0f3 so that might be a problem. Wait do you mean unity 6.0b or unity 5.0b. .... cause unity 5.0 was forever and a day ago.
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Post by yondaime08 on Jun 18, 2017 18:02:35 GMT
Im using unity 5.501b early early beta of 5.5.
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Post by uberwiggett on Jun 18, 2017 23:45:59 GMT
I've also had some issues with latest 5.6 version. When i created the behaviour script I put it in "assets/magicsys1" now if i move that folder to any other directory (ie assets/plugins/magicsys1) it gets a compile error and prevents invector's system from loading (removes the menu list and everything!). I am not sure if it is a 5.6 bug but it only seems to happen with these scripts, however the error message relates to the projectile script calling for an invector script that it can't find because of the compile error :$
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Post by yondaime08 on Jun 19, 2017 11:47:23 GMT
Guys.... ITS WORKING!!!!! I updated Unity from the 5.50b beta build to 5.6 and now its works! I knew I was setting it up right! So now i have a magic ball and a force field that my character summons after she twirls her staff! Thank you to everyone who offered help and a big thanks to shadex for producing such an amazing addon with amazing support! 1 of the biggest reasons games dont get finished is from programming or technical issues you have to overcome, when you dont know how to fix and cant find help in the right place.
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Post by shadex on Jun 21, 2017 6:06:47 GMT
I've also had some issues with latest 5.6 version. When i created the behaviour script I put it in "assets/magicsys1" now if i move that folder to any other directory (ie assets/plugins/magicsys1) it gets a compile error and prevents invector's system from loading (removes the menu list and everything!). I am not sure if it is a 5.6 bug but it only seems to happen with these scripts, however the error message relates to the projectile script calling for an invector script that it can't find because of the compile error :$ Firstly Yondaime08, glad you got that working. Unity versions are a pain, cause the change logs are so large and not easily searchable, you either have to keep up with all, or just hope ... alot..... Uber, Ok this one is weird. The only script of mine that even refrences invectors is the magicprojectile script, and thats just 2 lines of grabbing the current target from the camera. Try deleting MagicProjectile, move the folder. The Projectile script is refrencing the lock-on script for the camera.
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Post by shadex on Jun 21, 2017 7:01:40 GMT
Update: So i have been busy and have not had a ton of time to work on my project, let alone doing the things i need to get done for the magic system. So naturally not a single tediously painful task like code cleanup was done. That being said, naturally, the fun half coded new features did manage to get "coded" at about 4am the night i quit smoking. Naturally, some of the variables like DieCatDie, IhateFknTrashDay and INeedaCigX10 need to be gently changed. The new features:
Flying Thunder God Technique: Basicly this will instantiate (spawn) a particle effect, teleport the player to a (targeted, nearest, or X units forward) at 1 unit (configurable) in a direction (configurable) facing either the enemy, the current direction or a direction of your choosing. So basicly, you can teleport behind an enemy and face him for an instant backstab.
Chaged Attack/Spells: So i've been messing around with this for ages and finally i think i like the implamentation. Basicly it will be a state machine behavior where you can configure the button of the attack used (mouse1, "F1", etc) and it will loop the current animation till the button is released, each loop or time (configurable) will add a damage multiplier to the attack. This will double as channeled spells (flamethrower) and add casting times (it will take the time of the animation and set a UI slider to fill as the animation state is playing)
Altered Beast Mode: Basicly Transformation's. Another state machine behavior in which the animator calls a function on a script that swaps the character mesh, moveset, idle's, rolls, etc (and any other ID's you want to switch) while the file on the player can configure a time to auto switch back (and most likely under a % of max health)
Hold Person / Freeze: I got a ways to go on this, but it will essentially freeze the animator on collision and re-enable the animator on hit and/or time.
Anyways, Let me know what you think, and any idea's or features you want included.
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Post by jrackley on Jun 21, 2017 8:15:11 GMT
Update: So i have been busy and have not had a ton of time to work on my project, let alone doing the things i need to get done for the magic system. So naturally not a single tediously painful task like code cleanup was done. That being said, naturally, the fun half coded new features did manage to get "coded" at about 4am the night i quit smoking. Naturally, some of the variables like DieCatDie, IhateFknTrashDay and INeedaCigX10 need to be gently changed. The new features: Flying Thunder God Technique: Basicly this will instantiate (spawn) a particle effect, teleport the player to a (targeted, nearest, or X units forward) at 1 unit (configurable) in a direction (configurable) facing either the enemy, the current direction or a direction of your choosing. So basicly, you can teleport behind an enemy and face him for an instant backstab. Chaged Attack/Spells: So i've been messing around with this for ages and finally i think i like the implamentation. Basicly it will be a state machine behavior where you can configure the button of the attack used (mouse1, "F1", etc) and it will loop the current animation till the button is released, each loop or time (configurable) will add a damage multiplier to the attack. This will double as channeled spells (flamethrower) and add casting times (it will take the time of the animation and set a UI slider to fill as the animation state is playing) Altered Beast Mode: Basicly Transformation's. Another state machine behavior in which the animator calls a function on a script that swaps the character mesh, moveset, idle's, rolls, etc (and any other ID's you want to switch) while the file on the player can configure a time to auto switch back (and most likely under a % of max health) Hold Person / Freeze: I got a ways to go on this, but it will essentially freeze the animator on collision and re-enable the animator on hit and/or time. Anyways, Let me know what you think, and any idea's or features you want included. Sounds pretty wicked! And by the way I love the variable naming
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Post by tharindu on Jun 21, 2017 15:19:17 GMT
Update: So i have been busy and have not had a ton of time to work on my project, let alone doing the things i need to get done for the magic system. So naturally not a single tediously painful task like code cleanup was done. That being said, naturally, the fun half coded new features did manage to get "coded" at about 4am the night i quit smoking. Naturally, some of the variables like DieCatDie, IhateFknTrashDay and INeedaCigX10 need to be gently changed. The new features: Flying Thunder God Technique: Basicly this will instantiate (spawn) a particle effect, teleport the player to a (targeted, nearest, or X units forward) at 1 unit (configurable) in a direction (configurable) facing either the enemy, the current direction or a direction of your choosing. So basicly, you can teleport behind an enemy and face him for an instant backstab. Chaged Attack/Spells: So i've been messing around with this for ages and finally i think i like the implamentation. Basicly it will be a state machine behavior where you can configure the button of the attack used (mouse1, "F1", etc) and it will loop the current animation till the button is released, each loop or time (configurable) will add a damage multiplier to the attack. This will double as channeled spells (flamethrower) and add casting times (it will take the time of the animation and set a UI slider to fill as the animation state is playing) Altered Beast Mode: Basicly Transformation's. Another state machine behavior in which the animator calls a function on a script that swaps the character mesh, moveset, idle's, rolls, etc (and any other ID's you want to switch) while the file on the player can configure a time to auto switch back (and most likely under a % of max health) Hold Person / Freeze: I got a ways to go on this, but it will essentially freeze the animator on collision and re-enable the animator on hit and/or time. Anyways, Let me know what you think, and any idea's or features you want included. Sounds pretty wicked! And by the way I love the variable naming One tag. lockmovement
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