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Post by Invector on Nov 20, 2016 15:00:35 GMT
Guys the ExtraMoveSpeed is not working on v2.0a, We are already working on a fix!
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Post by jrackley on Nov 20, 2016 19:19:36 GMT
Just wandering if I may be missing something somewhere? Is there an option to apply fall damage to the Player? or will I need to create my own script for this?
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Post by Invector on Nov 21, 2016 15:11:26 GMT
Just wandering if I may be missing something somewhere? Is there an option to apply fall damage to the Player? or will I need to create my own script for this? Currently we do not have this option out of the box but it's super easy to add, we have a method call CheckRagdoll that basically make this verification: if (verticalVelocity <= ragdollVel && groundDistance <= 0.1f)
//do something just replace the ragdollVel to another variable
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Deleted Member
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Post by Deleted on Nov 21, 2016 18:29:56 GMT
sweet, thx
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Post by Deleted on Nov 22, 2016 15:44:03 GMT
I'm having a trouble with the holders, my weapons aren't insationating, the Invector switch is working, but on my player there is no weapon, help?
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Post by Invector on Nov 22, 2016 23:19:22 GMT
Changelog v2.0b HOTFIX 22/11/2016
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Post by dreadlord on Nov 22, 2016 23:41:05 GMT
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Post by Invector on Nov 22, 2016 23:58:11 GMT
The ideal would be update the spawn point every time you load a new scene, he will lost because the object didn't go with you to the next scene (unless you make the spawnpoint children of the GameController)
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Post by jrackley on Nov 23, 2016 0:00:03 GMT
Also when switching scenes it seems that the inventory is not accessible any more? I still have the items showing in the quick slots and I can bring up the main window when I press i, however I can not select between equipment or items to bring up the windows. Is anyone else familiar with this issue or is it something I may be doing wrong on my end? Thanks in advance imgbb
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Post by dreadlord on Nov 23, 2016 0:18:08 GMT
The ideal would be update the spawn point every time you load a new scene, he will lost because the object didn't go with you to the next scene (unless you make the spawnpoint children of the GameController) ok, so updating the spawnpoint is what i need, because i do not want the spawnpoint from scene#1 in scene #2 ...
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Post by Chronicman on Nov 23, 2016 0:18:52 GMT
Kinda off topic but those screenshots look AMAZING!
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Post by dreadlord on Nov 23, 2016 0:22:45 GMT
Also when switching scenes it seems that the inventory is not accessible any more? I still have the items showing in the quick slots and I can bring up the main window when I press i, however I can not select between equipment or items to bring up the windows. Is anyone else familiar with this issue or is it something I may be doing wrong on my end? Thanks in advance imgbbNo such problems here, but iam using Chronicman's awesome Inventory Save Addon :-)
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Post by jrackley on Nov 23, 2016 0:26:34 GMT
Chronicman Thank you! dreadlord I may just have to try that as well, thanks. FYI I will be hopefully posting a vid very soon in the WIP section of the beginning of the game. All these minor issues are getting frustrating,lol!
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Post by Invector on Nov 23, 2016 0:33:21 GMT
dreadlord you can simple put a box collider trigger where you start the new scene, with a script that updates the spawnpoint transform on the gamecontroller. btw* it is looking awesome! can wait to see more on that
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Post by A Random indie dev on Nov 23, 2016 1:31:08 GMT
jrackley... i'm making a game that looks exactly the same as your screen shot, i was using the same "Medieval Castle Pack" and also the menu and hooded character is the same.... i guess this is what happens when we get stuff from asset store, every medieval game will look the same, lol
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