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Discussion in 'Assets and Asset Store' started by ThunderWire, Nov 29, 2017.
How to assign what is water? So he can swim?
@ThunderWire I would appreciate some tutorial videos.
* adding weapon + arms
* adding item
* how to handle what and where item operates
* how do I crouch??
* how to get the game saved in build and moves the save file outside of the game folder like to My documents, when uploading to steam the save game cant be in game folder..
Thanks, great asset overall
Yeah, this bug is happening a lot in the update.
yes, I see the bug now too if I go close a rock or over a rock edge or any mesh without jumping... and he starts jump... @ThunderWire
Anyone know why I cant move in build?
Is the config file missing? Maybe the keys aren't bound. Other than that, I don't know why it wouldn't work for you.
The config file shouldnt be missing, dont know why, because it works in editor...
the game config is there in the build data folder.
EDIT: Actually its not ..
USING CONFIG IN BUILDED GAME ! THIS IS IMPORTANT PART
WHEN YOU BUILD GAME THE CREATED CONFIG WITH INPUT DOES NOT COME TO BUILDED GAME LOCATION! YOU MUST COPY DATA FOLDER TO GAME BUILD LOCATION "\YOURGAME_DATA\"
WHEN YOU START GAME AND CONFIG DOES NOT EXIST IN THE DATA FOLDER THE InputController.cs SCRIPT AUTOMATICALLY CREATE CONFIG FILE SO YOU DOESN'T NEED TO COPY FROM PROJECT.
This is S*** @ThunderWire , okay I build game.. and must copy... Really? How would my customers be able to do that, what? ... "WHEN YOU START GAME AND CONFIG DOES NOT EXIST IN THE DATA FOLDER THE InputController.cs SCRIPT AUTOMATICALLY CREATE CONFIG FILE SO YOU DOESN'T NEED TO COPY FROM PROJECT." And that part works, it creates yes... BUT THE CONFIG FILE IS EMPTY:.. It just creates file without info.. Player dont move...
Your customers don't need to do that. You put it in the build folder before you release. The game config file is just a text file that the program reads when it starts up to do the default settings.
Edit: Also remember that your game needs to start with the MainMenu scene, or you will probably have issues. Realize that this kit is not a complete game. It is a kit to build a game, so you'll need to experiment and extend things to your needs. If you expect everything to work perfectly and for all of the hard parts to be done for you, you are missing the best part of creating a game and you will be disappointed.
yea the config files contains the input and graphics settings...And yes I got it to work both ways now, with copy it, and with the inputcontroller.cs.. But with the script way I have to restart the game, didnt use the mainmenu with my test build, guess thats why... Yes ofc I know, but I can use MY mainmenu wich I created with the setup tool in an empty scene?
Yes ofcourse its not a complete game, I have really intergrated my own stuff here like boat driving and wood chopping..etc.. different weapons.. But things like saving and that kinda stuff really is a challenge, and I was in panic yesterday when it didnt work (Didnt know it wouldnt) cuz I was on my way to a company to show my game..
@ThunderWire I'd really like to use the new release of this kit (1.42), but there are just too many bugs compared to 1.41. I love the new features, but it would be nice if you could take some time to release a patch. The biggest bug right now is that the character controller gets stuck in an infinite jump cycle when getting close to an edge. I haven't tracked down issue in the code, but it's really easy to reproduce.
Yea the jump bug is the worst.. My guess that it has something to do with the CC settings...? I havent played around much because I made a boat and controlller to work with thi asset and so bow it does so im gonna find that bug today and let you know.
Hello! do anyone else have the issue that you cant see the glock18 in game view but in scene view? I pick it up, see it in inventory, can shoot.. but dont see arms and weapon...
EDIT: Nvm, I had Aquas to ignore weapon and interact.. ooops
If anyone is interested in how to get a meele weapon to work, and in inventory pick up too, like this post
i'm really interest to this feature..
cool! Im fixing some draw animation bug atm , I get back to you .
So, my idea works but I have to make custom weapon controller script, I have to strip down the original so, takes some days,
Hey guys! So about my meele weapon intergration, its half way done. You have it now as item and it draws and holster and shows up in the inventory with pick up object / slash drop. I still need to figure out how to handle animations (it wont play the given idle just some other idle and I dont know where it comes from) and damage , attack animations.. But if you want the script PM me!
Hello, sorry for my inactivity but I've been busy with school but don't worry I already started with fixing bugs and adding new features to a HFPS KIT. If you have some questions feel free and ask me.
cool! Please look into the jumping bug.. And would it possible to trigger the swimming and bouyancy to only have the collider and not the water that comes with it because I use Aquas? What are the new features? Will the meele be covered or should I finish it and send it to you? I know schools busy now..
please integrate this with realistic fps asset
this is really impossible since they are two complete different system and work logic...
I don't think it's impossible, but it would be a lot of work and not really worth it. The same goes for UFPS or any other FPS controller.
A person could, however, utilize many of the scripts in this kit with other FPS controllers.
EXACTLY,...it ìs what i'm doing ..I created my own fps framework system with inventory and baisc crafting,with ranged weapons fire weapons ,melee, enemies, vehicles, water and underwater system with oxygen, survival system with thirst, hunger, cold ect, and I'm adding interaction system(door/key system, flashlight/battery system ect) from HFPS Kit..
I have a meele script ready for you tomorrow... Still trying to blend the end of the attack together with idle... and sound trigger and damage options are not there.
Think Im gonna change everything to mechanim
Hello guys! As promised.. Here is the meele weapon script.. NO damage function or sound... I recommend animation event for both.
Please report bugs or improvement
Thanks for looking into some bug fixes. I've been utilizing the 1.41 version because I had made a whole bunch of changes that I didn't want to roll into 1.42 yet and I the bugs were a bit much for me to troubleshoot. If you need someone to run through a test before you re-submit to the asset store, let me know. I'm happy to do some testing.
I'll take a look at it for you and see how it works. I have a melee function that I've built and maybe I can contribute to this so we get something comprehensive. Mine has damage and sound and a few other things, but I'm not sure how well it works with the latest version of the kit. I've made a lot of changes to the controller, so I'm guessing it will take a bit of work.
Here is a bit more improved script .. How do I get the Parent where attacj script is communicate with the collider on my weapon wich is a bit further down the same hierachy? .. OnTriggerEnter is what I want to use...
You can use this method: https://docs.unity3d.com/ScriptReference/GameObject.GetComponentsInParent.html
You can also create a public property on your GameObject and just drag the parent as a variable that's loaded at design time.
Thank you =)
So tommorow I will have a semi complete script for wood chopping.. Treehealth script and damage dealing.. Timed cutrate and sounds...PM if interested
Seems to be some bugs with the zombie ai,
- continuous attacking through a wall, seeing player behind an object (kind of the same bug)
- ai tries to move to waypoint even if a wall is blocking it's path and there is no navigation bath between the two waypoints (so baked navigation shows the wall separates the navigation between the rooms)
Also getting a bug with the gun, if i die and then find it again, try to pick it up, it throws an array error. This happens with a few items.
Big question is, can we add a listening feature to this? So for instance the AI can hear objects drop around the house and then move to that room or location?
yea , yoi can do anything you want.
@ThunderWire is there any news on the update/patch?
The manual shows how to do everything except how to change scenes/levels. I set up the MainMenu and GameScene Setup (pages 5-6). So where do I have the MainMenu Load point to my first scene/level?
I've been working on making some changes to the AI code and including some new features, currently I am adding a barricade feature that has the AI detect if a door is it's in way while chasing the player or reacting to a sound, and if so, it knocks down the door. What I can't seem to figure out is how the AI script is launching OnDamage for the player (i.e public void AttackPlayer() ). It seems to only be listed once and i can't find it linked in any other scripts.
Can you point me in the right direction? I'd like to integrate the barricade attack function but need to know where the AttackPlayer call is originating from.
look how they are made in the demo.. I did.. I have now my custom scenes.
The attackplayer call is most likely originated within the AI´s script somewhere in the lines about player detection
It's not, as i said, it's listed once but the actual call isn't listed anywhere else.
Hello! Any update soon? @ThunderWire
Thanks for continuing to update the kit, keep up the good work!
I have a potential fix, after spending some time debugging it because I had the same issue, it appears to be a runaway race condition around the sliding mechanic in the first person controller. Once the character starts to "slide" the value is set to true and then never is set to false again and the character movement is "stuck" with a hop.
Edit PlayerController.cs, search for "moveDirection *= slideSpeed, after that line enter in "sliding = false;".
It fixed the issue for me, but another way to fix it is just to set the condition so that sliding is always false. It appears that maybe this was set to detect sliding vs falling.
Thanks for sussing this out and sharing.
Hello, I'm currently uploaded and submitted new version for approval, so new version will be available soon! You can read notes to the new version at our website: https://www.twgamesdev.com/
Thanks a lot for sharing a potential fix for a jumping bug with us, we have included this fix in upcoming update.
Does this have any controls for mobile VR or not? Be cool to walk around with the candle in the oculus go and explore stuff.