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Post by Legion on Dec 4, 2016 3:55:00 GMT
Are the directional hit reactions that you showed when the character is hit with a ball implemented in the last version? My character reacts, but not stumbling, only with the upper body.
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Post by Deleted on Dec 4, 2016 3:58:08 GMT
It was I think, did you put rag doll on? That should help.
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Post by Invector on Dec 4, 2016 21:25:50 GMT
Are the directional hit reactions that you showed when the character is hit with a ball implemented in the last version? My character reacts, but not stumbling, only with the upper body. It's because is calling the reactionID 0 which will trigger the Small Hit Reaction. We could add a option to trigger a specific reaction/recoilID in the vObjectDamage, this way you could trigger specific reaction animations using objects
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Post by A Random indie dev on Dec 7, 2016 5:12:44 GMT
Are the directional hit reactions that you showed when the character is hit with a ball implemented in the last version? My character reacts, but not stumbling, only with the upper body. It's because is calling the reactionID 0 which will trigger the Small Hit Reaction. We could add a option to trigger a specific reaction/recoilID in the vObjectDamage, this way you could trigger specific reaction animations using objects OMG..... this is so weird, i had no ideal this post was here, i came to the forum to ask someone how to trigger a specific reaction in the vObjectDamage. well, anyone know how i can make that change are at least where it is located so i can change it myself, thanks
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Post by Invector on Dec 7, 2016 13:34:31 GMT
It's because is calling the reactionID 0 which will trigger the Small Hit Reaction. We could add a option to trigger a specific reaction/recoilID in the vObjectDamage, this way you could trigger specific reaction animations using objects OMG..... this is so weird, i had no ideal this post was here, i came to the forum to ask someone how to trigger a specific reaction in the vObjectDamage. well, anyone know how i can make that change are at least where it is located so i can change it myself, thanks Actually the code was there, I just need it to draw the variable into the drawer. Replace this script and it should work, don't forget to disable the "Active Ragdoll" option vDamageDrawer.cs (3.19 KB)
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Post by milkman91 on Dec 14, 2016 10:05:30 GMT
Hi, when i set variable ''Allow Movement at" to "0" in the VMeleeAttackControl, my Roll animation works weird if i press right after an attack, is there any way to have some kind of delay between attack and roll inputs?
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Post by hamzah on Dec 14, 2016 12:56:18 GMT
Hi, when i set variable ''Allow Movement at" to "0" in the VMeleeAttackControl, my Roll animation works weird if i press right after an attack, is there any way to have some kind of delay between attack and roll inputs? I am also having same issue.
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Post by Invector on Dec 14, 2016 13:53:57 GMT
Works weird like if it was cut a few frames? that's because the roll animation is playing under the fullbody layer, which is playing the attack animation, so basically both animation are playing but the animator will have priority on the layer above (fullbody). One thing that you could do to fix that, is adding this line into the Roll() method right before calling the roll animation. animator.SetTrigger("ResetState");This will make any playing animation of the Fullbody goes into a Empty State, cancelling the current animation It's a 'way' to cancel an animation that we found
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Post by Invector on Dec 14, 2016 13:55:32 GMT
Changelog v2.0c smallHOTFIX 11/12/2016 - already sent to the asset store
ps* this hotfix is based on a few things that we notice while developing the shooter, basically there is no new features because we're working only on the shooter, but as we notice stuff that can be improved, we will improve.
ps²* there will be another update preparing the basic & melee to receive the shooter before we release it.
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Post by milkman91 on Dec 14, 2016 14:18:51 GMT
Works weird like if it was cut a few frames? that's because the roll animation is playing under the fullbody layer, which is playing the attack animation, so basically both animation are playing but the animator will have priority on the layer above (fullbody). One thing that you could do to fix that, is adding this line into the Roll() method right before calling the roll animation. animator.SetTrigger("ResetState");This will make any playing animation of the Fullbody goes into a Empty State, cancelling the current animation It's a 'way' to cancel an animation that we found Thank you for the explanation, it's working fine now.
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Post by thegreatest95 on Dec 14, 2016 22:59:07 GMT
Changelog v2.0c smallHOTFIX 11/12/2016 - already sent to the asset store ps* this hotfix is based on a few things that we notice while developing the shooter, basically there is no new features because we're working only on the shooter, but as we notice stuff that can be improved, we will improve.
ps²* there will be another update preparing the basic & melee to receive the shooter before we release it.Any chance you can post what you changed to fix the AI not rolling? I heavily modified my 2.0b template and reimporting(clean project... reapplying my changes) just for that fix would hurt :(
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Post by Invector on Dec 15, 2016 0:42:04 GMT
Changelog v2.0c smallHOTFIX 11/12/2016 - already sent to the asset store ps* this hotfix is based on a few things that we notice while developing the shooter, basically there is no new features because we're working only on the shooter, but as we notice stuff that can be improved, we will improve.
ps²* there will be another update preparing the basic & melee to receive the shooter before we release it.Any chance you can post what you changed to fix the AI not rolling? I heavily modified my 2.0b template and reimporting(clean project... reapplying my changes) just for that fix would hurt :( I actually post the solution here somewhere, a few pages back I guess. edit* found it: go to your v_AIMotor, method CheckChanceToRoll and in this if if (inAttack || actions || agressiveAtFirstSight) return false;
remove the agressiveAtFirstSight from the condition
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Post by thegreatest95 on Dec 15, 2016 1:09:12 GMT
Any chance you can post what you changed to fix the AI not rolling? I heavily modified my 2.0b template and reimporting(clean project... reapplying my changes) just for that fix would hurt :( I actually post the solution here somewhere, a few pages back I guess. edit* found it: go to your v_AIMotor, method CheckChanceToRoll and in this if if (inAttack || actions || agressiveAtFirstSight) return false;
remove the agressiveAtFirstSight from the condition Thanks ^_^ Mind if I suggest that when you make these kinda small fixes that you have a pinned and locked thread where you keep them? That way if someone is suffering from something they can go look at the thread for a possible fix without having to do huge reimports. ^_^ (Or not having to scrounge the forums)
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Post by deirre on Dec 15, 2016 5:42:37 GMT
I'mmmmm Backkkkk OK, I have a new direction for game. I have some huge visual and integration hurdles to overcome. I am developing a new character but decided to use Unity's "Challenger" model since my character will be similar feel.
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Post by Deleted on Dec 15, 2016 12:22:43 GMT
Hey deirre, I can't see it it's private, and I'm also using the unity challenger model too :D
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