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Post by Legion on Dec 14, 2017 5:23:16 GMT
Sorry for double posting.
[Bug] We've found a small issue, when you try to swim up with an object on top, the character enters in this loop from which you cannot exit.
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Post by yondaime08 on Dec 14, 2017 14:09:39 GMT
Hey guys just picked this up today and its wonderful! Currently I'm using the shooter but with only melee mechanics so far. That being said just like the other packs it has issues with the melee/ shooter input script. I have disabled and enabled it on your climbing addon which fixed it! However with this package it isn't that easy to fix. I scrolled through here and haven't seen anyone with posts regarding this issue. I will continue to do some trial and error and post on here how to fix once I figure it out (if I ever figure it out).
-Edit- I am adding a little in the swimming script because the eneter and exits are not working to properly disable the meleecombatinput. Also while editing the swimming script i recreated the problem legion had with the player stuck in the up swimming motion. Still trial and error.
-edit- I was able to make it work! I added two lines or code to disable and enable the meleecombatinput. However i had to directly call the player object. Using references like mcinput.enable = true didnt work even though i had stated that mc= meleecombatinput. I will continue to find a better way because right now you all would have to edit the script with your player characters name including "instance" at the end
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Post by yondaime08 on Dec 14, 2017 16:45:38 GMT
Sorry for double posting. [Bug] We've found a small issue, when you try to swim up with an object on top, the character enters in this loop from which you cannot exit. Its because the animation wont stop until it reaches above water. Even when you arent under an object "dive up" freezes the movement of the player. I believe its line 344 that is causing this. There is a line that says "playintime" im not sure but i know its different than the divedowm animation call in line 351. I changed the line to where it wont freeze however it doesn't play the animation for diveup. :( this is a toughie...
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Post by Invector on Dec 14, 2017 19:01:17 GMT
Hey guys just picked this up today and its wonderful! Currently I'm using the shooter but with only melee mechanics so far. That being said just like the other packs it has issues with the melee/ shooter input script. I have disabled and enabled it on your climbing addon which fixed it! However with this package it isn't that easy to fix. I scrolled through here and haven't seen anyone with posts regarding this issue. I will continue to do some trial and error and post on here how to fix once I figure it out (if I ever figure it out). -Edit- I am adding a little in the swimming script because the eneter and exits are not working to properly disable the meleecombatinput. Also while editing the swimming script i recreated the problem legion had with the player stuck in the up swimming motion. Still trial and error. -edit- I was able to make it work! I added two lines or code to disable and enable the meleecombatinput. However i had to directly call the player object. Using references like mcinput.enable = true didnt work even though i had stated that mc= meleecombatinput. I will continue to find a better way because right now you all would have to edit the script with your player characters name including "instance" at the end We actually just created some events to disable each input type manually, it will be very useful
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Post by Invector on Dec 14, 2017 19:13:32 GMT
Sorry for double posting. [Bug] We've found a small issue, when you try to swim up with an object on top, the character enters in this loop from which you cannot exit. I'm not really sure why now, but we have a condition to exit the DiveUp animation.... Just remove the condition " ActionState Equals 1" on the animator and the animation will make the transition to the swim state when once finished.
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Post by yondaime08 on Dec 16, 2017 3:34:57 GMT
Hey so i double checked and the dive up works great without condition.
Now then i did the "vmeleecombatinput.setlock" for both eneter and exit events. However when the character is in the water and does the "dive up" with his head above water it makes my character sink and is able to run on the bottom of the pool.
When i had it hard coded it worked better but sucks i had to call the objects name and use .getcomponent
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Post by yondaime08 on Dec 31, 2017 0:20:11 GMT
@invector the setlock function for vmeleecombatinput does not work properly with this addon. When you go underwater and the player's head is above water it sends a signal to disable the lock. The problem is for this addon, strictly being locomotion. You personally can't code it to call and disable meleeinputs or shooterinputs within the script (or else "basic system" users will have errors). Would it be possible to have an event like the "Above water" but instead have it detect "if grounded" ? This way The player is above water and will re-enable the melee/shooter properly. Also with that fix there's no need for workarounds cause right now this does not work properly for melee/shooter on it's own within your system.
Btw I did get it to work for me by publicly identifying the player with: public GameObject PlayerSwm;
Then added at line 240: PlayerSwm.GetComponent<vMeleeCombatInput>().enabled = false; and further down on line 257: PlayerSwm.GetComponent<vMeleeCombatInput>().enabled = true; Works perfectly and no issues with the above added. However these lines will give errors to "basic system" users.
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Post by tharindu on Dec 31, 2017 3:38:23 GMT
@invector the setlock function for vmeleecombatinput does not work properly with this addon. When you go underwater and the player's head is above water it sends a signal to disable the lock. The problem is for this addon, strictly being locomotion. You personally can't code it to call and disable meleeinputs or shooterinputs within the script (or else "basic system" users will have errors). Would it be possible to have an event like the "Above water" but instead have it detect "if grounded" ? This way The player is above water and will re-enable the melee/shooter properly. Also with that fix there's no need for workarounds cause right now this does not work properly for melee/shooter on it's own within your system. Btw I did get it to work for me by publicly identifying the player with: public GameObject PlayerSwm; Then added at line 240: PlayerSwm.GetComponent<vMeleeCombatInput>().enabled = false; and further down on line 257: PlayerSwm.GetComponent<vMeleeCombatInput>().enabled = true; Works perfectly and no issues with the above added. However these lines will give errors to "basic system" users. Simply use vThirdPersonInput instead of vMeleeCombatInput and you should be fine.
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Post by yondaime08 on Dec 31, 2017 4:07:14 GMT
Lol tharindu I have to have that on my character to use the melee system. ;) Once again I have working for me and it's amazing! However others (using melee/ shooter systems) will have the same issue. The issue lies with the timing and placement of the events. There needs to be an event that can activate inputs once the character is grounded. Right now it's like this: 1. Player enters water and swims but can't attack cause melee is deactivated 2. Player swims up and character's head ends up above water 3. The "above water event" is triggered and re-activates the melee input. 4. There is no event that detects when the character "above water" but still swimming. Then how does the addon work with basic locomotive? Because it disables the ThirdPersonInput directly in the script.
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Post by tharindu on Dec 31, 2017 4:13:05 GMT
Lol tharindu I have to have that on my character to use the melee system. ;) I meant in the get component method :P like GetComponent<vThirdPersonInput>(); Because shooter input inherits from melee and melee inherits from vThirdPersonInput.
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Post by yondaime08 on Dec 31, 2017 4:19:50 GMT
It's automatically disabled once the character starts swimming so there is no point in disabling it twice. Also it doesn't, the meleeinput is now independent and can run without the thirdpersoninput.
Which is why I say having an event like the "above water Event" is the best way to go. Have the event detect when the player is grounded. Call it "If Grounded Event"
In this system if player is grounded that means he isn't swimming, therefore a clear way to disable/enable the meleeinput.
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Post by tharindu on Dec 31, 2017 4:23:46 GMT
It's automatically disabled once the character starts swimming so there is no point in disabling it twice. Also it doesn't, the meleeinput is now independent and can run without the thirdpersoninput. Wrong mate. If that was the case my entire RPG pack would stop working
Perhaps I didn't come across clearly, what I meant was instead of PlayerSwm.GetComponent<vMeleeCombatInput>().enabled = false; use PlayerSwm.GetComponent<vThirdPersonInput>().enabled = false; This works for any form of invector controller. I agree with the event idea though. It sounds better.
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Post by yondaime08 on Dec 31, 2017 4:46:14 GMT
Nope like I said they disable the thirdpersoninput already when you start swimming. Just tried Tharindu and it didn't work. The meleeinput can work without "Thirdpersoninput" being on your player. I know technically it depends on it but it doesn't have to physically be a component on the player to work in the background. But even though I disabled like you said melee still was active and causes the player to be able to run on the ground.
The workaround I had produced better results and honestly idk why...?? So I'm going to stick with disabling the meleecombatinput through the swimming script cause for me it's the only thing that actually worked. Hopefully Invector will see the posts and can make sense of the issue.
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tork2
New vMember
Posts: 10
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Post by tork2 on Mar 4, 2018 12:01:00 GMT
Help with Aquas? Hoping somebody can help. All is ok in the swimming demo, but when I change the water to Aquas, when character is partially submerged, an extra reflection occurs around the character. It's not too bad in the pool, but if the bottom is light sand like in an ocean scene it's very noticeable. I've tried everything I can think of so hoping somebody here can help.
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Post by tharindu on Mar 4, 2018 15:15:42 GMT
Help with Aquas? Hoping somebody can help. All is ok in the swimming demo, but when I change the water to Aquas, when character is partially submerged, an extra reflection occurs around the character. It's not too bad in the pool, but if the bottom is light sand like in an ocean scene it's very noticeable. I've tried everything I can think of so hoping somebody here can help. Yeah I've seen this before. Sounds like a problem with your image effects. Btw aquas had two version if I remember right. A different one for 5.6 and below and 2017.1 and above. Not sure which one you're using but the idea is the same. Make sure your other image effects on the camera are below aquas in the hierarchy. Especially ambient occlusion and anti aliasing. Also be sure that you're in linear colorspace which some image effects rely on.
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