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Post by Chronicman on Nov 16, 2016 13:19:15 GMT
Guys, how can i stop the damage sprite from flashing even when im blocking 100% of the damage? You should look in the vSprite script its probably in there or the HUD.
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barra
New vMember
Posts: 6
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Post by barra on Nov 16, 2016 14:08:14 GMT
Guys, how can i stop the damage sprite from flashing even when im blocking 100% of the damage? You should look in the vSprite script its probably in there or the HUD. ok i will check that out, thx dude!
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Post by Chronicman on Nov 16, 2016 14:17:35 GMT
You should look in the vSprite script its probably in there or the HUD. ok i will check that out, thx dude! Welcome if you can't find it let me know I'll go turn on my pc and give you a better instructions.
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Post by Invector on Nov 16, 2016 14:47:05 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
uploadIndeed this issue is happening but luckly it's very simple to fix, open the Ragdoll script and comment or remove the line 299 //newRootPosition.y = 0;
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Post by gojira96 on Nov 16, 2016 15:32:00 GMT
Thanks, that does fix the ragdoll, but the AI still runs in circles. I know this is a unity problem, but is there anything we can do to work around it while we wait for patch?
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Post by Invector on Nov 16, 2016 16:32:20 GMT
Thanks, that does fix the ragdoll, but the AI still runs in circles. I know this is a unity problem, but is there anything we can do to work around it while we wait for patch? did you bake the navmesh? he only walk in circles if he can't find a path to walk
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Post by gojira96 on Nov 16, 2016 16:55:48 GMT
Thanks, that does fix the ragdoll, but the AI still runs in circles. I know this is a unity problem, but is there anything we can do to work around it while we wait for patch? did you bake the navmesh? he only walk in circles if he can't find a path to walk Yep, but it baked twice, once for lod0 and once for lod1 so it caused some conflict. My bad. Now I baked only lod0 and tweaked agent radius, agent height and step height and it works great. Thanks man!
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Post by angelsm on Nov 16, 2016 21:56:10 GMT
Is there any way to kill an enemy with only one specific weapon?
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barra
New vMember
Posts: 6
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Post by barra on Nov 17, 2016 5:26:48 GMT
ok i will check that out, thx dude! Welcome if you can't find it let me know I'll go turn on my pc and give you a better instructions. Well i just decided to not use the damage sprite at all in my game, but i appreciate very much your support, my friend!
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Post by Invector on Nov 17, 2016 11:37:42 GMT
Is there any way to kill an enemy with only one specific weapon? not out of the box, you can try modify the hitbox to use tags instead of the melee manager (it's just the first thing that pop's up in my mind, non-tested)
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Post by A Random indie dev on Nov 18, 2016 1:06:18 GMT
how do i add more AI animations ? i see A , B and C. i tried to add D and it wont play
EDIT: i mean the AI random animations, it has 2 punches and one kick, i want about 20 different fight animations to play at random
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Post by dreadlord on Nov 18, 2016 1:22:17 GMT
There are values for the attack time. Set the max time higher.
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Post by supneo on Nov 19, 2016 17:53:08 GMT
Hi @invector , version 2.0a dont work for me , My character jumps but gets hooked on the floor, my project does not touch any scripts of third person controller, replace the character controller folder "Invector-3rdPersonController \ Basic Locomotion \ Scripts \ CharacterController" for version 2.0 and the game works normally , Any solution or give for lost what I have created?
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Post by Invector on Nov 19, 2016 18:47:50 GMT
Hi @invector , version 2.0a dont work for me , My character jumps but gets hooked on the floor, my project does not touch any scripts of third person controller, replace the character controller folder "Invector-3rdPersonController \ Basic Locomotion \ Scripts \ CharacterController" for version 2.0 and the game works normally , Any solution or give for lost what I have created? Try reset to the default settings, I think you're using different jump values.
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Post by supneo on Nov 19, 2016 20:56:02 GMT
Hi @invector , version 2.0a dont work for me , My character jumps but gets hooked on the floor, my project does not touch any scripts of third person controller, replace the character controller folder "Invector-3rdPersonController \ Basic Locomotion \ Scripts \ CharacterController" for version 2.0 and the game works normally , Any solution or give for lost what I have created? Try reset to the default settings, I think you're using different jump values. Resetting the same thing happens , and i create new characters and same, i back to 2.0 :-( Edit: And found the way it works and is to delete things from the map, my map is quite large and has quite a few 3d models, if I remove a few the jump works, it does not matter what it eliminates seems to be because it is overloaded even though the game works Very well, the strange thing is that with 2.0 this does not happen to me, waiting for some solution to be able to update.
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