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Malbers Animals-Creatures

Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.

  1. Malbers

    Malbers

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    This is always a #IF_UNITY_EDITOR missing on some scripts ... sorry about that
    It was fixed on the latest version AC 1.3c . but if you haven't upgraded yet here's the file:
     

    Attached Files:

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  2. Hawk0077

    Hawk0077

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    Thanks Malbers, Im not at my project at present but will look into it ateer this evening. Thanks.
     
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  3. mik52

    mik52

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    How can I get an enemy dragon to follow my dragon and fight in the air.
     
  4. tgamorris76

    tgamorris76

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    Hi Malbers, veryone.... just wanted to ask if the game creator integration will be done sometime soon?
     
  5. Malbers

    Malbers

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    At the moment AI behaviors while flying, swimming ..etc
    Behaviors that are not grounded, are very limited.
    You can make an AI to follow you while flying, but that's it :(

    I will add more "Free Movement" AI behaviors later this year.

    At the moment, the Integration with Game Creator is paused.
    I'm working on HAP and AC new Features and new assets.
     
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  6. mik52

    mik52

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  7. ProceduralCatMaker

    ProceduralCatMaker

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    Dear Malbers,
    a few months have gone by since last time I wrote you and also on my side there has been a lot of work and progress on procedural motion for my cat inside your environment with Animation Rigging.
    I am almost ready to show the result and see what you think about it.
    Please, check what is the issue with Discord, as Smg I tried several times to accept the rules with emoticons, but nothing seems to happen.
    Then, found a small but weird bug in Ai for Ravens (and other fly animals). Basically if you come from a fly and land on a groud waypoint the Event On Target Arrived is raised in AnimalAiControl Arrive_Destination() method before the state is changed so the currentSpeedSet is still a fFy, not a Ground. So if you try to use the event in the waypoint for instance to change speed from Walk to Hop you are actually changing it not on the Ground but on the Fly.
    I have done a quick fix for myself, but I believe that some users not prone to debugging code might like a fix by you.
    Thanks as usual for the amazing work you do. I am building a huge project on it and the more I go deep the more I like it.
    my temp fix in Arrive_Destination() just before OnTargetArrived.Invoke(target) :

    if (target)
    {
    //SMG if waypoint is on the Ground then set CurrentSpeedSet to Ground before Invoke the Event On Target Arrived so we can use the event to change speed
    if (IsAITarget != null)
    {
    if (IsAITarget.TargetType == WayPointType.Ground && animal.CurrentSpeedSet.name != "Ground")
    {
    Debuging($"<color=red> waypoint: <B>{target.name}</B> WRONG currentSpeedSet: {animal.CurrentSpeedSet.name}</color>");
    var speedSet = animal.SpeedSet_Get("Ground");
    if (speedSet != null )
    {
    animal.CurrentSpeedSet = speedSet;
    }
    }
    }
    ...

    thanks

    Sergio
     
    Last edited: Feb 9, 2022
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  8. SteveKouts

    SteveKouts

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    I'm using your animal controller and Emerald Ai.

    Whats the quickest way to add some code to your animal controller attack to fire a custom method for damage??
     
  9. ProceduralCatMaker

    ProceduralCatMaker

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    Hi Malbers,
    just an addition to the previous post. The firing of the Event On Target Arrived before the change of state has also a significant impact on Aligner as the coroutine is immediately activated but we are still on the old (Fly) state. This time offset in Raven AI Sample is around 0.42 secs!! In the meanwhile there is probably a conflict between the aligner coroutine and animator transitions between states. The aligner loses the conflict and positioning is not set until the state is really set. So, 0.25 as an Align Time in Aligner is useless. Using 0.5 allows the aligner some frames.
    But of course all this depends on length on animator transitions and timings of Pending States.
    I believe some similar issues could also come in CheckInteractions() fired also before a complete state change, but I have not tested it yet.
    I wonder if a proper solution could be setting an ArrivedToDestination variable in MAnimalAIControl.Arrive_Destination method instead of always invoking the event there and postpone the invocation in state activation if (animal.LastState != animal.ActiveState) .

    Just to help a little... Thanks again, and please check what is wrong with me (smg) on Discord.
     
    Last edited: Feb 10, 2022
  10. giraffe1

    giraffe1

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    For the realistic wolf. If I want to use it as an AI are there any settings to only use root motions for turning to avoid foot sliding?
     
  11. ChickenHero

    ChickenHero

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    I'm trying to show damage to a hit Position.
    I can get the Position hit by AttackTrigger, but can I get the final damage calculated by Damageble's Multiplier only by Damageble?
    Is there a way to get both the Position hit by the attack and the Damage given?
     
  12. Malbers

    Malbers

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    Apologies for the late reply on the Forums... I have so many ways of doing support now I forgot to check this thread.

    Find all the Attack Triggers on The Animals. and use the On Attack Begin, On Attack End Events to fire custom code:
    upload_2022-2-22_13-2-52.png
    Yes!
    For the AI Wolf, Make sure the Global Turn Multiplier is set to 0.
    And all the Rotation Speed Modifiers are set to zero too
    Unity_PJtUomyuDI.gif

    The Hit position you can get it on the Attack Triggers:
    upload_2022-2-22_13-6-25.png

    In the side of the Damager
    I will add an Event on the MDamageable too for the next update... Thanks for the request.
    upload_2022-2-22_13-7-44.png here ;)
     
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  13. Malbers

    Malbers

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    Oh that's just incredible!!
    About the rules this is how you can enter the server:
    Discord_mdXeGJAm84.gif
    Ohh interesting... yes indeed. since the Fly State is still on the Landing process.. it changes on the Current Speed Set

    I'll check it out
     
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  14. ProceduralCatMaker

    ProceduralCatMaker

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    OK, finally active on discord!! hitting multiple emoji it liked me !!!
    Thanks
     
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  15. SteveKouts

    SteveKouts

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    Thanks for the help.

    Im now having trouble trying to get the Damage Receiver object to apply the damage to.

    The Hit Event is firing the Method in Custom script on the Trigger DoDamageToEmeraldAi(); This is working I tested with DebugLog.

    Im referencing the MAttackTrigger with ACAttackScript variable, when I try to access ACAttackScript.OnHit
    I get no options to access the Damage Receiver like the documentation says.
    So thats my Question how do I get the the OnHit Damage receiver object to use as my targetReference.
    Thanks!
     
  16. Malbers

    Malbers

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    1.3.1(AC) - 4.3.1 (HAP) 9th March 2022
    • Assets Upgraded to Unity 2020.3 LTS
    • Added: ScriptableVar to PlayerPref Component(Thanks #HeyBishop !)
    • Added: Ledge Grab State!!!
    • Added: Glide State!!!
    • Added: Global Conditions
    • Added: Optional Sprint Parameter to the Animator
    • Added: Null Parent Option to the Animal Controller.
    • Added: Respawner for NPCs
    • Added: Scriptable String Arrays
    • Added: Lock-On Target.
    • Added: Mouse Scroll Input Component.
    • Added: Waypoints Have a LookAt bool parameter.
    • Added: SmoothDamp value for the Turn InPlace method
    • Added: Optional Parameters StateOn and StanceOn Triggers to the Animator.
    • Added: Toggle Input has now Toggle On Toggle OFF Events
    • Added: MEvents has Invoke Converters (Transform to GameObject and Viceversa)
    • Added: StopJoystick on Mobile Movement component.
    • Added: All Listener has a new Invoke on Enable Parameter
    • Added: Align Component has an Offset for the Position. When is set to Double Side
    • Added: All Scriptable variables can be modified on the Inspector.
    • Added: New Brain Decision - CheckTarget
    • Added: New Brain Decision - Compare Stats.
    • Added: New Brain Decision - CheckTransform Var
    • Added: Jump Basic: New Profiles for Multiple Jumps.
    • Added: Gizmo Visualization for the Fall State
    • Added: Global Ground Orientation (Usefull to switch between Quadruped and Humanoid Ground Alignment).
    • Added: Mode Abilities has an Audio Stop parameter.
    • Added: Speed Events.
    • Modified: Respawner Component uses a GameObjectEvent instead of an UnityEvent
    • Fixed: SpeedModifiers Current Index was reset to 1 on Jump State
    • Fixed: Queue States Logic. Death can be queued from Fly and Fall at the same time
    • Fixed: Zone Angle Limit was ignored. (Cleaner Code)
    • Fixed: Platform Movement had a delay on the Y-axis. Now works perfectly
    • Fixed: Climb State when going down was using the wrong Down Axis to check for ground.
    • Fixed: Wander Areas waypoints were being ignored on Uneven terrain.
    • Fixed: Scaled Characters with a Rotator Transform, had a wrong scale.
    • Fixed: Mode Behaviour was failing if the Ability was set to Toggle and it was interrupted by any other source.
    • Fixed: [Chance Task] was finished to on Start Task. It was not waiting for the internal task.
    • Fixed: If an animal was disabled during a Mode, when he was enabled back it will throw an exception.
    • Fixed: Brain Task Keep Distance was not working.
    • Fixed: Material Property Lerp was not sending the final lerp Value.
    • Fixed: Null Reference exception when the brain tried to start a new state and it was disabled.
    • Editor Fix: Speeds on Editor Light skin, were not showing the expand icon.
    • Editor Fix: Debug State Gizmos will show only the Selected Animal State
    • Editor Fix: Scriptable Messages Inspector was throwing a null exception.
    • Editor Fix: Unity 2020+ throws an Editor Error when creating scriptable vars from the inspector.
    • Editor Fix: Speed Modifiers were not aligned.
    • Multiple Fixes and Improvements everywhere.
    HAP
    • Fixed: Wings were flipping on the pegasus when entering the water.
    • Fixed: Aiming and Dismounting the Horse at the same time was not resetting the Aim Logic.
    • Fixed: Fly Strafe animation transitions were not set in the correct order.
    • Fixed: if the Mount does not have the AI Active the Rider won't call it.
    • Added: Weapon Offset can be copied during runtime.
    • Added: Resync Threshold time.
     
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  17. the_unity_saga

    the_unity_saga

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    Hello Dev, do you have any .blend files for your animal rigs(land, small, bird, flying horse, dragon), so we can build our own meshes on them and import them into unity with least errors?
     
  18. Malbers

    Malbers

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    Hi There!
    Thank you so much for using the assets and for your kind words, I really appreciate it!
    The Source files were made in 3DsMax using the Biped Rigging System
    Unfortunately, 3DsMax and Blender don't get along too well with the FBX Importing/Exporting

    But I did manage to get Irval working on Blender.. using this plugging from Blender Marketplace
    https://blendermarket.com/products/better-fbx-importer--exporter

    Here's a small example with the wolf working on blender:


    Cheers
    Malbers
     
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  19. Malbers

    Malbers

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  20. the_unity_saga

    the_unity_saga

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    No problem!

    Thanks for letting me know, I can work on it using a converter.

    Your asset is top notch, AAA.
     
  21. ChickenHero

    ChickenHero

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    Updated to AC 1.3.1.
    MAIState uses the same one as before the update, but when CheckOn of CheckStatDecision is set to Self, a NullReferenceException error is now generated.
    The error cannot be resolved by turning Try * on and off.
    The Stat to be checked is set in both CheckStat Decision and AI.

    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.Controller.AI.CheckStatDecision.PrepareDecision (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 Index) (at Assets / Malbers Animations / Common / Scripts / Animal Controller / AI Brain / Decisions / CheckStatDecision.cs: 46)

    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.Controller.AI.CheckStatDecision.Decide (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 index) (at Assets / Malbers Animations / Common / Scripts / Animal Controller / AI Brain / Decisions / CheckStatDecision.cs: 84)
     
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  22. Rowlan

    Rowlan

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    JamesArndt, Malbers and SteveKouts like this.
  23. Rowlan

    Rowlan

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    Added the Undead Knight as well:

    ud1.jpg
    ud3.jpg
    ud6.jpg
    irval 03.jpg
     
    Last edited: Mar 16, 2022
  24. Malbers

    Malbers

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    Nice Catch! yes. the Stats were initialized in OnEnable instead of Awake

    here''s the fix:
     

    Attached Files:

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  25. Malbers

    Malbers

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    Here are more updates:
     
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  26. Rowlan

    Rowlan

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  27. SteveKouts

    SteveKouts

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    @Malbers Can I get a reply to my question please?
     
  28. ChickenHero

    ChickenHero

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    Is it possible to correct the Distance value of KeepDistance by the scale of AI animals?
    For example, the distance required for a wolf's jump attack is different between 1x scale and 3x scale.
    In the current system, I think it is necessary to prepare AIState according to each size.
     
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  29. Malbers

    Malbers

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    Hi there!
    Apologies for the late reply

    On the Other Side of the Attack trigger, you need to add the MDamageable Component
    (Which is the one that Holds the IDamager Interface)
    That way you can connect which gameObject was hitted
     
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  30. Malbers

    Malbers

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    Thanks for catching this... I just need to multiply the Animal Scale value ;)
     
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  31. ChickenHero

    ChickenHero

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    If the AI executes the MoveStop [Circle Around] Task in the Chance task, the AI will stop at the set distance and will not go around the target.
    The AI will circulate around the target normally if the same Circle Around Task is executed without using the Chance task.
    The MoveStop [KeepDistance] Task seems to work fine with and without the Chance task.
     
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  32. Malbers

    Malbers

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    Sorry for not being around I was killing some bugs on Discord ;)

    I've added your catch to my reports.. :)
     
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  33. Rowlan

    Rowlan

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    Drake the Dragonkin in Dragon Land ... so much "Dragon" in that title, what could possibly go wrong :D

     
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  34. LaPanthera

    LaPanthera

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    Hi, Malbers! May you advise how to add rifle animations correctly? May we expect a rifle in a standard weapons set in near future?

    Also may you advise how to arrange automatic fire from bow (Aim to target preliminary set and immediate fire after that)? This is required for automatic units reaction in RTS when they meet enemies.

    The list of following commands leads to automatic shooting using gun, but bow doesnt work (player is aiming but does not shoot):
    MWeaponManager.Holster_Equip_Fast(2);
    MWeaponManager.Aim_Set(true);
    MWeaponManager.MainAttack();


    After that I found out that I can do as follows:
    private void FixedUpdate()
    {

    StartCoroutine(CoroutineFire(0.3f));
    }

    IEnumerator CoroutineFire(float aTime)
    {
    if (startfire == false)
    {

    startfire = true;
    MWeaponManager.Holster_Equip_Fast(3);
    MWeaponManager.Aim_Set(true);

    yield return new WaitForSeconds(aTime);

    MBow = GameObject.FindGameObjectWithTag("MBow").GetComponent<MalbersAnimations.Weapons.MBow>();
    MBow.WeaponReady(true);
    MBow.SetTotalAmmo(10);
    MBow.IsCharging = true;
    MBow.MainAttack_Released();

    yield return new WaitForSeconds(aTime);

    MWeaponManager.Aim_Set(false);
    MWeaponManager.WeaponAction = 100;//idle
    MWeaponManager.UnEquip_FAST();
    startfire = false;

    }
    }

    This is works and Bow now shooting, but I am not sure this is correct way... as I feel that like Wolf Lite AI Enemy MAIState.cs could be a right way to do that... but when i try to do that my human enemy look at player correctly but do not move towards player as per task Move To Target. I also cant understand why human's Agent do not perform this task...
     
    Last edited: May 12, 2022
  35. BrokenVector

    BrokenVector

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    Hi Malbers. I'm setting up my first controller and following the tutorials. For some reason, if my character falls of a low ledge it gets stuck between a fall and idle state indefinitely. It just jumps between the two but only for a fraction of a second on both, so it's not completing the full animation for either. If I fall off a medium or high ledge, everything works fine. Any ideas?
     
  36. Mystical_Pidgeon

    Mystical_Pidgeon

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    Jun 7, 2016
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    I just updated to the latest of "Ravens and Crows" from the Asset store. I don't know if this is a new issue, but the poly art raven model has a messed up skinned mesh renderer. One of the right wing feathers is stuck attached to "R Toe11". This is happening in my own scenes, and in the sample scenes, so I believe it is an issue with the model.

    Please help.




    Edit - it appears the whole right foot has issues

    Update - resolved with latest version
     
    Last edited: May 13, 2022
  37. rasit_akgul

    rasit_akgul

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    Hello Malbers I bought your Rider Asset and I liked it so much. You made very well work. My question is that: I want to make a mobile games using your HAP Mobile scene components. But when I am not riding the horse I cannot use the weapon, arrow or axe. Is there any way me to use these when I'm not riding the horse? Thank you so much.
     
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  38. magique

    magique

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    @Malbers I'm trying to use the A* pathfinding integration, but getting some errors. The package is called:

    AC (1.3c) AStarPathFinding (4.2.17).unitypackage

    So, it seems it requires AC 1.3c and AStarPathfinding 4.2.17. I have the exact AStar free version, but AC version is 1.3.3. I'm not sure what the c is for except maybe third letter so same as .3? Anyway, I get the following compiler errors:


    Assets\Malbers Animations\Common\Scripts\Animal Controller\MAnimalAIControl.cs(19,52): error CS0535: 'MAnimalAIControl' does not implement interface member 'IAIControl.Active'

    Assets\Malbers Animations\Common\Scripts\Animal Controller\MAnimalAIControl.cs(19,64): error CS0535: 'MAnimalAIControl' does not implement interface member 'IAITarget.ArriveLookAt'

    Assets\Malbers Animations\Integrations\AStar PathFinding\AStarAIControl.cs(121,49): error CS0246: The type or namespace name 'RichSpecial' could not be found (are you missing a using directive or an assembly reference?)

    Assets\Malbers Animations\Integrations\AStar PathFinding\AStarAIControl.cs(18,16): error CS0246: The type or namespace name 'RichAI' could not be found (are you missing a using directive or an assembly reference?)

    Using Unity 2020.3.26f1
     
  39. Malbers

    Malbers

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    Thank you so much for using the asset!
    I really appreciate it
    At the moment Weapons while grounded are not allowed ...that's coming on the next huge update.
     
  40. Malbers

    Malbers

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    Hi there Apologies for the late response, I forgot to check the Forums :oops:, I was focused on Emails and Discord.
    Riffle Animations are not planned yet.. the next feature on the works is the ability to use weapons while grounded, without the need of using 3rd Party Character Controller assets. (Since with the evolution of the Animal Controller it can be possible very soon.


    Oh! This is a great suggestion
    I'm adding this to my road map!
    You can check it out here:
    https://malbersanimations.gitbook.io/animal-controller/road-map

    With the wolf works because the shooting is treated as a Mode. and it does not require the Weapon Manager.
    On the Other Hand, Bow Shooting is using the Weapon Manager and the sequence code you use, is the right way to do it.. so, I'll be improving on that :)
     
  41. Malbers

    Malbers

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    One thing you can do to fix it is to change on the Fall State the Move Multiplier
    upload_2022-5-15_15-44-35.png
    set it to zero, that will help the animal to reach the ledge better
     
  42. Malbers

    Malbers

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    I have updated the integration... please, use that one:
     

    Attached Files:

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  43. magique

    magique

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    @Malbers I tried the new package and some errors go away, but not the ones about RichSpecial and RichAI.
     
  44. LaPanthera

    LaPanthera

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    Hi Malbers, may you explain how to use InvokeEventTask?

    I created in Project folder Create->Malbers Animations-Event (New Event Asset)

    After that I use it in Raise (Game Object) field of InvokeEventTask and choose MEvent.Invoke(bool)
    To ensure this that event actually raised i added Debug.Log to your code at InvokeEventTask
    ++
    case Affected.Self:
    Raise.Invoke(brain.Animal.gameObject);
    Debug.Log("Invoke");
    break;
    ++

    After that on my Humanoid I added Component Event Listener and in Event Listeners field included my "New Event Asset" and for Void and Bool types added response function of my c# script attached to Humanoid too

    public virtual void Fire()
    {
    Debug.Log("FIRE");
    StartCoroutine(CoroutineFire(0.7f));
    }

    But my FIRE function never receipts event...

    The Idea was the Humanoud-ENEMY under brain command KEEP DISTANCE and after stop must FIRE from GUN to player.
    Everything works perfectly except no FIRE call. I see INVOKE word in debug console and understand that your code works perfectly, but I cannot understand how to catch this event correctly?

    May be it is betther to write my Own Task derived from MTask with direct links to myscript? something like you call
    brain.AIControl.SetDestination() etc...

    but events looks more interesting for my game architecture and i shall be grateful if you could explain how InvokeEventTask works and how to listen raised events...

    Thanks in advance!
     
  45. biscito

    biscito

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    Apr 3, 2013
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    first this asset is crazy!
    my question how do I set up an "auto fly" for the raven AI following the player ?

    "Brain AI does not work well with Flying/Swimming Underwater animal."
    ha ok
     
    Last edited: May 30, 2022
  46. fiverhassan3112

    fiverhassan3112

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    Jul 25, 2022
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    Hi Malbers.
    Hope You will be doing great.

    The "GitBook" instructs to use setMaterial method to change materials through code. The issue I am facing is that in what class these method are defined. I am unable to call them.

    Thanks for your answer.
     

    Attached Files:

  47. the_unity_saga

    the_unity_saga

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    how do I disable or turn off any flashing emission graphic events in your controller (such as drake dodge or dash)

    (thanks again for your excellent assets, hope to see ragdoll support and flying AI combat some day)
     
  48. Sir_patrickl

    Sir_patrickl

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    Jun 24, 2013
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    Hi,

    With the Damage mode, is there any way to control the duration of the movement stopping? Or alternatively a way to modify the speed when the "Allow Movement" option is checked? I want it to slow down the horse but not come to a complete stop.
     
  49. Adamninja

    Adamninja

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    Jul 16, 2022
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    2
    It looks like the inverted controller functions for the vertical axis are tied to the animal controller script in CM FreeLook Main. This poses an issue with multiple controller layouts when using something like Rewired. As those inverted options are overwritten by this (below - unchecking "Invert" actually makes it inverted). Does anyone know or has anyone had luck making an adjustment to this option so players can make the selection for Inverted VS Regular in a menu screen when using AC + Rewired?

    Opsive's 3rd Person Controller + Rewired doesn't seem to have this issue, but I really like how AC runs animations a lot more so I'm trying to make AC work. As a secondary question, has anyone had any luck using a mix of both 3PC and AC outside of just a rider and a quadruped? IE: use 3PC for things like assigned actions from Malber's AC, dynamikc footstep sounds based on terrain, stick to ground abilities, etc and then use Malber's AC for all states/modes/animation.

    Thanks all!

     
  50. khushalkhan

    khushalkhan

    Joined:
    Aug 6, 2016
    Posts:
    177
    Downloaded the drake package with animal controller, drake is not attacking. I don't like this scriptable object system for controllers because every time package is updated project is messed up in every way. Need an alternative for animal controller.