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Post by Legion on Jan 15, 2017 19:41:52 GMT
EquipLeft and EquipRight on mobile are not longer working?
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Post by Invector on Jan 16, 2017 13:54:04 GMT
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Post by uberwiggett on Jan 29, 2017 12:26:11 GMT
ported my punchywunchy brawler game to my phone, keep whacking away till I find I have no stamina, now I can't find where the stamina cost for punches/kicks are stored.
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Post by Legion on Jan 29, 2017 18:02:25 GMT
Your character - Inspector - vMeleeManager - Open Default Info
Edit: I think it's already been said, but I can not find it: What I have to change to cause damage through the whole animation?
I have tested several values of vMeleeAttackControl, in Start Damage/End Damage, but only the first or second collision causes damage (depends on the value), it's a combo of three quick attacks in the same animation.
Edit 2: Here an example, in weak attack (3 animations combo), the second attack always does damage, but doesn't always release particles. In a strong attack (1 animation combo), only the first combo attack does damage, and the particles are random in the others.
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Post by Invector on Jan 30, 2017 14:32:29 GMT
Your character - Inspector - vMeleeManager - Open Default Info
Edit: I think it's already been said, but I can not find it: What I have to change to cause damage through the whole animation? I have tested several values of vMeleeAttackControl, in Start Damage/End Damage, but only the first or second collision causes damage (depends on the value), it's a combo of three quick attacks in the same animation. Edit 2: Here an example, in weak attack (3 animations combo), the second attack always does damage, but doesn't always release particles. In a strong attack (1 animation combo), only the first combo attack does damage, and the particles are random in the others. The damage only enter once, otherwise you will lost count of the collision and keep applying damage into the target, so it's best if you separate the 1 animations into 3 and set the correct value on start/end damage for each one, you could simple remove the condition of atk input to go to the next state (A to B to C), this way each one will have the correct timming for damage.
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Post by Invector on Jan 30, 2017 14:33:22 GMT
btw, this looks gorgeous! great work Legion
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Post by uberwiggett on Feb 1, 2017 10:30:47 GMT
Your character - Inspector - vMeleeManager - Open Default Info Thanks! the one drop down spot I didn't look at :x
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Post by Legion on Feb 5, 2017 6:37:04 GMT
Your character - Inspector - vMeleeManager - Open Default Info
Edit: I think it's already been said, but I can not find it: What I have to change to cause damage through the whole animation? I have tested several values of vMeleeAttackControl, in Start Damage/End Damage, but only the first or second collision causes damage (depends on the value), it's a combo of three quick attacks in the same animation. Edit 2: Here an example, in weak attack (3 animations combo), the second attack always does damage, but doesn't always release particles. In a strong attack (1 animation combo), only the first combo attack does damage, and the particles are random in the others. The damage only enter once, otherwise you will lost count of the collision and keep applying damage into the target, so it's best if you separate the 1 animations into 3 and set the correct value on start/end damage for each one, you could simple remove the condition of atk input to go to the next state (A to B to C), this way each one will have the correct timming for damage. I have cut the animation in three and adjusted everything, but I don't find that "condition" you mention. Where can I find it?Nevermind, I'm idiot.
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Post by A Random indie dev on Feb 20, 2017 4:47:37 GMT
is it possible to add attack distance for each animation? when the AI kicks it needs to be farther back then the punch
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Post by chocolatka on Feb 20, 2017 19:06:19 GMT
how to set up moveset id ( I've tried to figured out how to do it,but I failed) help
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Post by jrackley on Feb 20, 2017 19:24:48 GMT
how to set up moveset id ( I've tried to figured out how to do it,but I failed) help Do you mean to use the existing moveset id or to set up a custom one? If you are meaning to use existing "Holding Sword" then you need to set the moveset id on the weapon that you want to change the moveset on to 1. To set up a new moveset then just copy the way 1 of the existing blendtree movesets in the animator to make a 3rd one and add in your animations, then set the moveset id on your weapon to the new id which is probably 2. I can screen shot better instructions if you need me too.
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Post by chocolatka on Feb 20, 2017 20:39:53 GMT
how to set up moveset id ( I've tried to figured out how to do it,but I failed) help Do you mean to use the existing moveset id or to set up a custom one? If you are meaning to use existing "Holding Sword" then you need to set the moveset id on the weapon that you want to change the moveset on to 1. To set up a new moveset then just copy the way 1 of the existing blendtree movesets in the animator to make a 3rd one and add in your animations, then set the moveset id on your weapon to the new id which is probably 2. I can screen shot better instructions if you need me too. Yes,sure,if it's not difficult for you
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Post by jrackley on Feb 20, 2017 20:51:39 GMT
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Post by chocolatka on Feb 21, 2017 13:32:02 GMT
Thanks bro
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Post by Invector on Feb 21, 2017 17:54:26 GMT
Upcoming changes for the Melee Combat v2.1 PreShooter Update
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