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Post by coolguyplatinum on Mar 26, 2020 15:47:17 GMT
Character Shakes Constantly After Unmounting Malbers Horses. Seem like it just happen out of nowhere. Anyone know what this could be?
Gives this error:
NullReferenceException: Object reference not set to an instance of an object MalbersAnimations.HAP.MRider.ToggleComponents (System.Boolean enabled) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:740) MalbersAnimations.HAP.MRider.End_Dismounting () (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:562) MalbersAnimations.HAP.DismountBehavior.OnStateExit (UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, System.Int32 layerIndex) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/DismountBehavior.cs:39)
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Post by bbjones on Mar 26, 2020 17:12:53 GMT
Character Shakes Constantly After Unmounting Malbers Horses. Seem like it just happen out of nowhere. Anyone know what this could be? Gives this error: NullReferenceException: Object reference not set to an instance of an object MalbersAnimations.HAP.MRider.ToggleComponents (System.Boolean enabled) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:740) MalbersAnimations.HAP.MRider.End_Dismounting () (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:562) MalbersAnimations.HAP.DismountBehavior.OnStateExit (UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, System.Int32 layerIndex) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/DismountBehavior.cs:39) I've seen similar behaviour, but only on previous versions of HAP integration. I brought it up back on this post: invector.proboards.com/post/20213/threadMy problem back then were errors with the HAP integration that I manually commented out. But what I noticed were those types of stuttering behaviours when dismounting, I assumed related to the code I removed. Since then Malbers released the new HAP integrations and when i use both the latest from Invector and Malbers HAP, I no longer had code errors and no other issues I could see. So one suggestions is to make sure you are using all stock code and the latest integrations. The only other new thing I've encountered is related to saving player/horse state and reloading (using EasySave at the moment with prefabs) but I haven't spent any time on that problem yet. No stuttering, just that the player doesn't save properly when mounted.
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maci
Junior vMember
Posts: 31
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Post by maci on Apr 18, 2020 8:05:31 GMT
Hi all, I have sent Malbers code changes to allow Invector characters to damage Malbers animal controller animals when on foot and be damaged by them (basically integrating the Malbers and Invector damage systems). The changes will go into the next version of HAP/AC
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Post by deidrereay on Apr 18, 2020 18:53:02 GMT
Hi all, I have sent Malbers code changes to allow Invector characters to damage Malbers animal controller animals when on foot and be damaged by them (basically integrating the Malbers and Invector damage systems). The changes will go into the next version of HAP/AC Thanks that is sweet
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Post by deidrereay on Apr 18, 2020 18:54:10 GMT
Wondering here if anyone has figured out yet..
1.) How to get enemy and or companion ai on horseback?? 2.) Has anyone figured out melee on horseback yet??
Thanks
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Post by omegacinos on May 2, 2020 17:04:52 GMT
Hello there! I got some problem with the integration, I follow instruction and I can totally use the player to control an Horse I set on my scene.
But I want to make my player with all my setting and add M Input + M Rider + Invector HAP Link script, but even with following the exact same process and setting on those, my current player can't ride an horse... Did I forget something?
I really want to understand why can't I just set a new player with the Rider setting.
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Post by deidrereay on May 3, 2020 16:12:27 GMT
I followed the step by step he has in the documentation and it worked flawlessly (needed some ik adjustment for reigns and feet) out of the box. Not sure if you missed a step? there are about 12 steps he lays out for invector controller using the horse.
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Post by deidrereay on May 4, 2020 21:47:39 GMT
Has anyone tried Hap integration out with the new update for invector yet??? wondering if its still going to work
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sincomp
New vMember
shooter controller doesn't have a active weapon
Posts: 8
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Post by sincomp on May 5, 2020 22:51:55 GMT
After the Invector update I get the following error:
Assets \ Malbers Animations \ Horse AnimSet Pro \ Integrations \ Invector \ Basic \ InvectorHAPLink.cs (38,43): error CS0117: 'vThirdPersonCamera' does not contain a definition for 'instance'
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Post by gwm0130 on May 6, 2020 9:52:35 GMT
This is what I found for the camera error in the InvectorHAPLinks.cs file on line 38 (which I commented out and changed0
//vCamera = vThirdPersonCamera.instance; //Get Invector Camera vCamera = FindObjectOfType<vThirdPersonCamera>();
the vThirdPersonCamera.instance has an error on the ".instance". Since it is trying to capture the third person camera I just used the FindObjectOfType method. I am not sure if this is what Malbers would want but it seems to work.
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Post by gwm0130 on May 6, 2020 11:02:58 GMT
I am continuing to have the damage when dismounting issue. And if I use the wagons I have the falling issue with both the vBot and with the Synty characters. Has anyone figured out a fix? I did a work around by making fall damage zero, but the falling over still happens sometimes. It is a new project. All Invector and HAP files are new as of yesterday.
Thanks.
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Post by bbjones on May 9, 2020 16:55:13 GMT
I can confirm HAP/Invector integration is working out of the box without modification with the latest versions as of May 08, 2020. Invector 2.5.1 HAP Integration Package 4.0.8 Shooter (note this also includes the basic and melee HAP link files) I have only tested a BASIC controller setup. One notable change from my previous notes is setting up the Invector camera MEvent needs to call the dynamic "SetTarget" method instead of SetTarget(transform). The Malbers Integration notes are updated to reflect this in at least the BASIC section. docs.google.com/document/d/138DpSb2L8BsSDljrv37lGNQ85lPO8JzhWAZQC0uCxfs/edit#HAP Integration packages from: drive.google.com/drive/folders/0B3A6xDqyh3aYcFBjRTBIdWVFU1EI am also still getting fall damage after riding down a hill and dismounting.
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Post by deidrereay on May 18, 2020 22:41:27 GMT
Has anyone figured out the trick to get the melee weapons to do damage on horseback? Also anyone figured out ik adjustments for shooter weapons on the horse that dont mess with the ik adjustments on foot???
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Post by alaskanpete on May 19, 2020 5:09:27 GMT
Hello, I haven't posted before, but I have been working with Invector and HAP for a while now, and since the updates I have run into this issue. I get this when I try to equip another weapon from my inventory. I also get this out of the box with the demo scene.
NullReferenceException: Object reference not set to an instance of an object Invector.CharacterController.InvectorHAPLinkMelee.UpdateHitMaskOnWeapon () (at Assets/Malbers Animations/Horse AnimSet Pro/Integrations/Invector/Melee/InvectorHAPLinkMelee.cs:369) Invector.CharacterController.InvectorHAPLinkMelee.Equip_from_Instatiate_RightHand (UnityEngine.GameObject weapon) (at Assets/Malbers Animations/Horse AnimSet Pro/Integrations/Invector/Melee/InvectorHAPLinkMelee.cs:244) Invector.CharacterController.InvectorHAPLinkShooter.Equip_from_Instatiate_RightHand (UnityEngine.GameObject weapon) (at Assets/Malbers Animations/Horse AnimSet Pro/Integrations/Invector/Shooter/InvectorHAPLinkShooter.cs:112) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <480508088aee40cab70818ff164a29d5>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <480508088aee40cab70818ff164a29d5>:0) Invector.vItemManager.vItemManager.UnequipItem (Invector.vItemManager.vEquipArea equipArea, Invector.vItemManager.vItem item) (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vItemManager.cs:895) UnityEngine.Events.InvokableCall`2[T1,T2].Invoke (T1 args0, T2 args1) (at <480508088aee40cab70818ff164a29d5>:0) UnityEngine.Events.UnityEvent`2[T0,T1].Invoke (T0 arg0, T1 arg1) (at <480508088aee40cab70818ff164a29d5>:0) Invector.vItemManager.vInventory.OnUnequipItem (Invector.vItemManager.vEquipArea equipArea, Invector.vItemManager.vItem item) (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vInventory.cs:431) UnityEngine.Events.InvokableCall`2[T1,T2].Invoke (T1 args0, T2 args1) (at <480508088aee40cab70818ff164a29d5>:0) UnityEngine.Events.UnityEvent`2[T0,T1].Invoke (T0 arg0, T1 arg1) (at <480508088aee40cab70818ff164a29d5>:0) Invector.vItemManager.vEquipArea.NextEquipSlot () (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vEquipArea.cs:294) Invector.vItemManager.vInventory.ChangeEquipmentInput () (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vInventory.cs:312) Invector.vItemManager.vInventory.LateUpdate () (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vInventory.cs:147)
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Post by bbjones on May 30, 2020 20:06:40 GMT
Just did a new project test with Invector 2.5.2 shooter and HAP 4.0.9 and the demo does not work.
Get error when mounting horse:
[Exception] UnassignedReferenceException: The variable m_root of MRider has not been assigned. Transform.set_localPosition() at <480508088aee40cab70818ff164a29d5>:0
MRider.End_Mounting() at /Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:470 468: if (Parent) 469: { -->470: RiderRoot.localPosition = Vector3.zero; //Reset Position when PARENTED 471: RiderRoot.localRotation = Quaternion.identity; //Reset Rotation when PARENTED 472: }
MountBehavior.OnStateExit() at /Malbers Animations/Common/Scripts/Riding System/Rider/MountBehavior.cs:107 105: override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 106: { -->107: rider.End_Mounting(); //Call EndMounting 108: }
Haven't tested beyond that yet.
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