nexal
Full vMember
Posts: 57
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Post by nexal on Jul 19, 2019 16:40:04 GMT
Ok if it is the only solution I enlarge the capsule collider. I take this opportunity to ask if there is the possibility with melee combact to collect a certain number of objects and at the last object automatically go to the next level. Thank's We don't have this feature out of the box, but it's a very simple script to do create, just search for a collectable script or something like that Hi Invector I found a script that could work to pass the level when melee combact collect some objects but I don't know where to put it. In your opinion it is necessary to insert it in Third Person Melee or in the inspector of the object with the same "Action" tag. Sorry for the question maybe a little trivial and off the subject but I just need this to finish my game. Thank's
UPDATE:
I solved with two scripts, a manager game that manages the score and one that manages the objects.
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Post by softpencil on Aug 17, 2019 13:11:16 GMT
Hello Invector.
I want player to continue blocking when enemy do weak attack. And I want player to do big hit reaction when enemy do strong attack. Both are "Is blocking" conditions.
Where should I adjust?
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Post by Invector on Aug 19, 2019 18:04:08 GMT
Hello Invector. I want player to continue blocking when enemy do weak attack. And I want player to do big hit reaction when enemy do strong attack. Both are "Is blocking" conditions. Where should I adjust? I'm pretty sure that's the default behavior... You just need to set the HitReaction (when receiving the damage) or HitRecoil (when blocking) to your desired ID
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Post by softpencil on Aug 20, 2019 14:03:27 GMT
Hello Invector. I want player to continue blocking when enemy do weak attack. And I want player to do big hit reaction when enemy do strong attack. Both are "Is blocking" conditions. Where should I adjust? I'm pretty sure that's the default behavior... You just need to set the HitReaction (when receiving the damage) or HitRecoil (when blocking) to your desired ID Thank you for your reply. I will check the point indicated.
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mik56
Junior vMember
Posts: 39
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Post by mik56 on Sept 14, 2019 18:56:29 GMT
My enemies wont attack each other. They attack the player just fine. In detection I have tags and layers set to player and enemy but when they see each other they just circle around.
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Post by billypocky on Sept 16, 2019 15:12:24 GMT
i have question...
how to change locomotion or animation while equip weapon? im try to make my character look more natural, so like when they equip a heavy weapon player will change animation while running, walking etc because it's funny when player using broadsword but he can sprint really fast
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Post by hekterskelter on Sept 27, 2019 12:57:23 GMT
Hello! Why the file is no longer available for download?..Thanks a lot if anybody can send me the link..I have Melee combat version blah blah that runs on Unity 2018.1.0 ONLY..Pls,Im now running Unity 2019(Latest)If i open my project in unity 2019,the scene will open but all controls are not(mouse and keyboard)..my tpc is frozen..how can i fix this?do i need to update to new melee combat version?mine is version 1.2c.Thanks..
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Post by Invector on Sept 27, 2019 14:33:33 GMT
Hello! Why the file is no longer available for download?..Thanks a lot if anybody can send me the link..I have Melee combat version blah blah that runs on Unity 2018.1.0 ONLY..Pls,Im now running Unity 2019(Latest)If i open my project in unity 2019,the scene will open but all controls are not(mouse and keyboard)..my tpc is frozen..how can i fix this?do i need to update to new melee combat version?mine is version 1.2c.Thanks.. Version 1.2c is REALLY old, we're now at 2.4.2 so I strongly recommend you to update.
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Post by softpencil on Oct 28, 2019 9:51:23 GMT
About Simple Melee AI compornent(a bonus of MeleeCombat pakage)... I feel my enemy is too close to the player. Is there any way to adjust distance from the player that my enemy stands and attacks? And I want my enemy to go backward if enemy is too close to the player.
If I must get FSM AI Template,I will get!!
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Post by Invector on Oct 28, 2019 15:02:46 GMT
About Simple Melee AI compornent(a bonus of MeleeCombat pakage)... I feel my enemy is too close to the player. Is there any way to adjust distance from the player that my enemy stands and attacks? And I want my enemy to go backward if enemy is too close to the player.
If I must get FSM AI Template,I will get!!
Go to the Detection tab and adjust the distances, like Chase Stop Distance. You can also change the default attack distance, located in the MeleeManager > Open default info
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Post by softpencil on Oct 30, 2019 2:43:24 GMT
About Simple Melee AI compornent(a bonus of MeleeCombat pakage)... I feel my enemy is too close to the player. Is there any way to adjust distance from the player that my enemy stands and attacks? And I want my enemy to go backward if enemy is too close to the player.
If I must get FSM AI Template,I will get!!
Go to the Detection tab and adjust the distances, like Chase Stop Distance. You can also change the default attack distance, located in the MeleeManager > Open default info Thanks! I came to adjust the distances to enemy using Chase Stop Distance. But the default attack distance seems not to work. The enemy came not to attack the Player. Can I adjust Attack Area(purple gizmo)?
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Post by temptest on Nov 18, 2019 17:00:42 GMT
I'm trying to make it so weapons are equitable to multiple limbs without altering the the unarmed status of the other limbs, i have already altered the code and animations to support the attack inputs the way i need them, but i cant seem to get the vAttackType enum set properly.
Is there anyway i can be pointed in the right place??
I hope i explained that well enough, happy with the purchase great work!
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Post by Invector on Nov 18, 2019 17:37:16 GMT
I'm trying to make it so weapons are equitable to multiple limbs without altering the the unarmed status of the other limbs, i have already altered the code and animations to support the attack inputs the way i need them, but i cant seem to get the vAttackType enum set properly. Is there anyway i can be pointed in the right place?? I hope i explained that well enough, happy with the purchase great work! You can set custom handlers to your weapons by creating new EquipPoints in the ItemManager
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Post by temptest on Nov 18, 2019 18:25:36 GMT
I'm trying to make it so weapons are equitable to multiple limbs without altering the the unarmed status of the other limbs, i have already altered the code and animations to support the attack inputs the way i need them, but i cant seem to get the vAttackType enum set properly. Is there anyway i can be pointed in the right place?? I hope i explained that well enough, happy with the purchase great work! You can set custom handlers to your weapons by creating new EquipPoints in the ItemManager yeah that's not what i meant simply putting the weapon on the equipPoints does not achieve this. if i do as you say then the animations still play into the attack id 1 for the unarmed limb.
i have an attack input for each limb leftarm,leftleg,rightarm,rightleg, i want to be able to equip a weapon in right hand. then when i attack with the right hand it initiates its armed combo but if i interrupt it with an attack from the left unarmed limb then it will play its corresponding animation. the animator unarmed attackid is bound to 0 while sword is 1. i need each limbs status to have its own variable, ive read through a good chunk of the code and just have yet to clearly find the location where this is set.
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Post by Invector on Nov 18, 2019 19:18:53 GMT
You can set custom handlers to your weapons by creating new EquipPoints in the ItemManager yeah that's not what i meant simply putting the weapon on the equipPoints does not achieve this. if i do as you say then the animations still play into the attack id 1 for the unarmed limb.
i have an attack input for each limb leftarm,leftleg,rightarm,rightleg, i want to be able to equip a weapon in right hand. then when i attack with the right hand it initiates its armed combo but if i interrupt it with an attack from the left unarmed limb then it will play its corresponding animation. the animator unarmed attackid is bound to 0 while sword is 1. i need each limbs status to have its own variable, ive read through a good chunk of the code and just have yet to clearly find the location where this is set.
Oh that's a very specific mechanic... and quite complex, you will need to change quite a few methods to achieve this, in the MeleeManager to get the ID's and in the animator it's a big change in order to interrupt the current attack and go to another you will need to make direct transitions so, unfortunately we can't assist you with that implementation since it's very distant from what we originally did.
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