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Post by Invector on Feb 24, 2017 17:04:59 GMT
@invector Do you happen to know off hand if the new changes in the v2.1 update will break any of the addon elements from the RPG pack by any chance? No idea... but I will send a copy of v2.1 to Chronicman so he can take a look and prepare any updates if necessary
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Post by jrackley on Feb 24, 2017 20:48:35 GMT
awesome thank you!
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Post by G 4 greatness on Feb 25, 2017 15:38:23 GMT
Upcoming changes for the Melee Combat v2.1 PreShooter Update
Nice stuff u really listen to us im smiling right now it fixes most problems i had? Is it out now?
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Post by dreadlord on Feb 25, 2017 15:39:55 GMT
Changelog v2.1 preShooter xx/03/2017
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Post by changone on Mar 14, 2017 12:11:14 GMT
This is a very good tool and has bought him, to help my project quickly,
But there is a problem, i want to use the 3rd Freetype into story mode, so I will first turn off 3rd, and will move the camera and the role of the location and rotate, when the story mode at the end, I will start 3rd FreeType control,
how may I get or calculate the current role of the corresponding camera on the location, because when the 3rd start, you can not have the camera shaking or moving feeling.
I use Third Person Controller - Melee Combat Template version 2.1
Thanks in advance
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Post by uberwiggett on Mar 15, 2017 8:07:07 GMT
Changone it's a bit hard to decipher your request, no offense. I think what you're asking is how to stop the player input from moving the character and the camera at certain points, and having it change to a different camera to play out a story/dialogue sequence?
This would be easiest with integrating a second system, such as adventure creator or a cinema tool that allows you to switch cameras. You can call a function to stop the player input (and reactivate it again afterwards), some of the camera assets will allow for this pretty easily. Otherwise you can set up a few different static point cameras which is a camera state on the melee combat template, and have it switch to that camera and back when you need it to. I believe there is a video on how to do this, otherwise there should be an old demo somewhere called v-mansion which explains the camera switching
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Post by hermolenda on Apr 3, 2017 20:49:58 GMT
HI! I want edit block system a little, I want to block when offensive weapon will hit a shield. Not when its clicked blockInput. What should I do?
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Post by shadex on Apr 3, 2017 22:25:00 GMT
HI! I want edit block system a little, I want to block when offensive weapon will hit a shield. Not when its clicked blockInput. What should I do? Not sure how detailed you want this to be, but i believe you can just add the layer the shield is on to the recoil layer so that it knows to recoil anytime it hits the shield, much like if you where to hit a wall.
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Post by hermolenda on Apr 4, 2017 7:54:01 GMT
HI! I want edit block system a little, I want to block when offensive weapon will hit a shield. Not when its clicked blockInput. What should I do? Not sure how detailed you want this to be, but i believe you can just add the layer the shield is on to the recoil layer so that it knows to recoil anytime it hits the shield, much like if you where to hit a wall. Ohh of course... Thanks Do anyone use invector with photon?? I dont know how to synchronize the ragdoll.
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st0le
New vMember
Posts: 7
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Post by st0le on Apr 20, 2017 22:12:59 GMT
Hello, First of all, thanks for this asset, looks really good! I have a problem when my character take the weapon, the armor is falling like it doesnt have rigidbody or something, I tried differents things but I dont know what is happening... I followed this video Unity - Invector Melee Combat v1.3 - Tutorial Part 2 , but I dont have the "Melee Equip Manager" and "Default Hitbox" in my options. I know that is so hard to see, but if somebody knows what is happening it will helps me much. I attached an screenshoot if it helps Cheers
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Post by Invector on Jun 1, 2017 23:16:03 GMT
New update available on the vStore, and soon in the AssetStore
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Post by poxnixles on Jun 17, 2017 22:26:53 GMT
Is it okay to ask for help in this thread? How would I create a double jump function with this tool? Would like to make the movement a little more "free" in general (stuff like replacing the roll with a dash, smoother movements overall, jumping to cancel dashes or attacks, air combo attacks, etc)
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Post by hamzah on Jun 18, 2017 10:30:47 GMT
Is it okay to ask for help in this thread? How would I create a double jump function with this tool? Would like to make the movement a little more "free" in general (stuff like replacing the roll with a dash, smoother movements overall, jumping to cancel dashes or attacks, air combo attacks, etc) Hi, this ain't the generic stuff you are asking so you have to implement this all mostly by yourself but you can get ideas from the community. To make a double jump feature, you need to check if the player is already jumping and if he is in the air then check for one more jump input. In the animator make a trigger somewhat like doubleJump and make transition from your jump animation to double jump animation(you have to create it on ur own) by setting the doubleJump trigger to true. To replace roll with dash just replace animations or make a complete new state machine in the animator and place left, right, forward, backward dash animations and play them according to the input. P.S : Please make a copy of the original animator before doing all these changes so you can go back to default whenever you need to. Happy coding, cheers :D
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Post by Invector on Jun 18, 2017 16:14:48 GMT
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tega
New vMember
Posts: 2
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Post by tega on Jun 24, 2017 22:06:54 GMT
since updating to unity 5.6 i have this issues with the latest asset version 2.2b missing assembly reference
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