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Post by Invector on Nov 12, 2016 19:53:01 GMT
For some reason the potions have stopped affecting my player, item and character have the same item list, but doesn't work. I reimport everything already, but nope. First time worked fine. Make sure that you're character has the Attribute Events on the ItemManager to receive the health value, it should look like this:
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barra
New vMember
Posts: 6
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Post by barra on Nov 13, 2016 5:38:01 GMT
Hi everybody! I have a little problem in my game where i use the "Active Ragdoll" for a specific attack and the "Death By Ragdoll" when the AI dies... the problem is... if i hit the attack to knock down the AI and keep doing damage, eventually killing it before the "GetUp" animations finishes, the character freezes and die stuck in the middle of the animation instead of using the "Death By Ragdoll"... any help to fix this?
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Post by Invector on Nov 13, 2016 13:01:04 GMT
Hi everybody! I have a little problem in my game where i use the "Active Ragdoll" for a specific attack and the "Death By Ragdoll" when the AI dies... the problem is... if i hit the attack to knock down the AI and keep doing damage, eventually killing it before the "GetUp" animations finishes, the character freezes and die stuck in the middle of the animation instead of using the "Death By Ragdoll"... any help to fix this? Open the v_AIMotor and search for the method TakeDamage, right at the beggining there's this if: if (rolling || currentHealth <= 0) return;remove the || currentHealth <= 0 and he should enable the ragdoll after stand up
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barra
New vMember
Posts: 6
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Post by barra on Nov 13, 2016 23:22:19 GMT
Hi everybody! I have a little problem in my game where i use the "Active Ragdoll" for a specific attack and the "Death By Ragdoll" when the AI dies... the problem is... if i hit the attack to knock down the AI and keep doing damage, eventually killing it before the "GetUp" animations finishes, the character freezes and die stuck in the middle of the animation instead of using the "Death By Ragdoll"... any help to fix this? Open the v_AIMotor and search for the method TakeDamage, right at the beggining there's this if: if (rolling || currentHealth <= 0) return;remove the || currentHealth <= 0 and he should enable the ragdoll after stand up Hey thx for the response! Unfortunately, that did not work... Is there any way to just disable the character from taking damage while it's in the ragdoll state?
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Post by Invector on Nov 14, 2016 14:08:13 GMT
You can try replace this line with the animator condition on the TakeDamage of the v_AIMotor
// ignore damage if the character is rolling, dead or the animator is disable if (rolling || currentHealth <= 0 || !animator.enabled) return;
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barra
New vMember
Posts: 6
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Post by barra on Nov 14, 2016 23:44:20 GMT
You can try replace this line with the animator condition on the TakeDamage of the v_AIMotor // ignore damage if the character is rolling, dead or the animator is disable if (rolling || currentHealth <= 0 || !animator.enabled) return; It works! Thank you very much, you guys rock!
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Post by milkman91 on Nov 15, 2016 1:31:38 GMT
Is there any way for the AI to drop the melee weapon when it dies, like in the last version of the asset?
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Post by deirre on Nov 15, 2016 3:18:37 GMT
THANK YOU INVECTOR.........V2 is imported
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Post by Legion on Nov 15, 2016 13:35:25 GMT
I've changed LockOn input to R and Open Inventory to TAB, open/close inventory works, but LockOn does not, TAB enable/disable strafe mode and open/close the inventory and R does nothing. Ok, nevermind, I just saw "Strafe Input".
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Post by Invector on Nov 15, 2016 13:39:21 GMT
Is there any way for the AI to drop the melee weapon when it dies, like in the last version of the asset? It's the same concept as the chest, basically you just need to leave the collectable disable inside the AI hierarchy and when he died just use the OnDeadTrigger to enable the object THANK YOU INVECTOR.........V2 is imported LOL I laugh hard with that shooter easter egg
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Post by gojira96 on Nov 15, 2016 17:06:52 GMT
I haven't but it should not be to hard. Just making sure but when you commented out "RemoveComponents" you did this to all the code inside the void right ? If you just commented the calls to the void you may have missed one? I'm fairly certain it should work. As for reviving them I'd first turn off mesh renders and set his position back to his start point and change health ect and call the Init void. He should start working after that. Let me know how it works. I didn't have time to fully test it, I've been trying to figure out why ragdoll sometimes completely breaks on some scenes, even with default enemies. The problem I have is that, one some scenes, when you ragdoll an enemy he goes a few meters into the air and then falls back to the position he was in. After two days of hitting my head against the wall I finally found what the problem is. For some reason ragdoll is completely broken if object with nav mesh is at Y position less than 0. I tested this again in a new project with nothing but invector asset. To recreate: -Create a plane -Move plane to Y position (-10) and set static. -Bake nav mesh -Add default invector enemy with ragdoll onto the plane. -Ragdoll him. Instead of getup animation he goes up in the air. Also ,there is this error I am seeing for the first time: „A passive NavMeshAgent is expected to have no path. But this one has 2 polygons“ I tested this on Unity 5.4.2. Anyone any ideas how to fix this? image
upload
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Post by Chronicman on Nov 15, 2016 17:38:23 GMT
I haven't but it should not be to hard. Just making sure but when you commented out "RemoveComponents" you did this to all the code inside the void right ? If you just commented the calls to the void you may have missed one? I'm fairly certain it should work. As for reviving them I'd first turn off mesh renders and set his position back to his start point and change health ect and call the Init void. He should start working after that. Let me know how it works. I didn't have time to fully test it, I've been trying to figure out why ragdoll sometimes completely breaks on some scenes, even with default enemies. The problem I have is that, one some scenes, when you ragdoll an enemy he goes a few meters into the air and then falls back to the position he was in. After two days of hitting my head against the wall I finally found what the problem is. For some reason ragdoll is completely broken if object with nav mesh is at Y position less than 0. I tested this again in a new project with nothing but invector asset. To recreate: -Create a plane -Move plane to Y position (-10) and set static. -Bake nav mesh -Add default invector enemy with ragdoll onto the plane. -Ragdoll him. Instead of getup animation he goes up in the air. Also ,there is this error I am seeing for the first time: „A passive NavMeshAgent is expected to have no path. But this one has 2 polygons“ I tested this on Unity 5.4.2. Anyone any ideas how to fix this? image
uploadAre your weapons set to ignore raycast ? This can cause funny reactions with rag doll if they are not set.
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Post by gojira96 on Nov 15, 2016 17:48:16 GMT
I didn't have time to fully test it, I've been trying to figure out why ragdoll sometimes completely breaks on some scenes, even with default enemies. The problem I have is that, one some scenes, when you ragdoll an enemy he goes a few meters into the air and then falls back to the position he was in. After two days of hitting my head against the wall I finally found what the problem is. For some reason ragdoll is completely broken if object with nav mesh is at Y position less than 0. I tested this again in a new project with nothing but invector asset. To recreate: -Create a plane -Move plane to Y position (-10) and set static. -Bake nav mesh -Add default invector enemy with ragdoll onto the plane. -Ragdoll him. Instead of getup animation he goes up in the air. Also ,there is this error I am seeing for the first time: „A passive NavMeshAgent is expected to have no path. But this one has 2 polygons“ I tested this on Unity 5.4.2. Anyone any ideas how to fix this? image
uploadAre your weapons set to ignore raycast ? This can cause funny reactions with rag doll if they are not set. There are no weapons on the enemy, I used the invector default prefab enemy, and the same thing happens if I move the entire Demo scene at anything less than 0 Y, and of course, bake the nav mesh again.
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Post by Chronicman on Nov 15, 2016 18:27:02 GMT
Are your weapons set to ignore raycast ? This can cause funny reactions with rag doll if they are not set. There are no weapons on the enemy, I used the invector default prefab enemy, and the same thing happens if I move the entire Demo scene at anything less than 0 Y, and of course, bake the nav mesh again. Oh sorry lol I misread your post this is a probably best for invector to answer.
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barra
New vMember
Posts: 6
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Post by barra on Nov 16, 2016 8:27:28 GMT
Guys, how can i stop the damage sprite from flashing even when im blocking 100% of the damage?
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