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Controller Third Person Templates by Invector

Discussion in 'Tools In Progress' started by Invector, Aug 20, 2015.

  1. rosor

    rosor

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    3,896
    Hi there! So multiple questions here:
    • how to have particles emitter for damage emit from body parts upon collision. Right now I use specific colliders on body parts with the layer as body parts. they have the damage receiver and damage particle script but it still the main particle that is triggered (Main Game Object) emitting from the middle of GO
    • how to have a list of particles to be triggered randomly instead of just having one. This can get pretty boring to just have that one damage particle... I know there is a way to trigger a specific particle according to a certain damage type taken but here having a list for the basic standard one would be very much appreciated if possible.(or even a list for each specific damage type)
    • aiming is way too slow for some reason... already went on your forum where you answered a collaborator, the problem still persist even by changing the mentioned variable.
    • problem with crouching, when crouching and aiming the camera goes pretty much on floor level...Not sure how to fix this issue.
    • how can I manage to use non humanoid enemies as Shooter/melee AI. They have a mecanim generic rig. Is there a way to Bypass that humanoid rig limitation / requirement? I own your FSM AI Add-On, would that do the trick?
    Very much looking forward to the release of that amazing looking cover system! any ETA on that?

    Thanks for your time.

    All the best,
     
  2. Invector

    Invector

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    Questions 1 and 2, I'm not sure I understand your question but it looks like you want to apply damage using several particles, try watching this tutorial:


    3- The SlowAiming issue is still a mystery to us, please send more info such as your Unity and Template Version, Vsying on or off, the value of the IK Settings, at inv3ctor@gmail.com

    4- That's pretty simple, just increase the Height value of the camera state AimingCrouched

    5- Take a look at our Generic FSM AI video tutorial
     
  3. rosor

    rosor

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    Hi there and thanks for answering back. I created the same thread on your forum. If you don't mind copy pasting your answer in that thread as well to help your users who are only using the Invector Forum.

    1&2 I'll explain what I meant in that thread mentioned above. You didn't understand what I meant

    3- I'll do that thanks.

    4- This solved the issue! Perfect! :)

    5- Great! that's all I wanted to hear! :)
     
  4. SickaGamer

    SickaGamer

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    @rosor You won't be lacking character models :D:D
     
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  5. rosor

    rosor

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    solved the slow IK aiming adjust like a big boy on my own. It was related to the duration of the aiming animation. This animation just need to be an aiming pose that last only 1 frame. Using an actual animation that last longer make the algorithm to compute over that duration
     
  6. ml785

    ml785

    Joined:
    Dec 20, 2018
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    Is the Invector Controller rigidbody-based? Can you use Invector if you want a Rigidbody-based character?
     
  7. Invector

    Invector

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    Yep!
     
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  8. OldGamer

    OldGamer

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    Apr 20, 2015
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    Help me, please

    InvectorJoystick not work on mobile (android)
    It is seem OnDrag not called.
     
  9. JustFly51

    JustFly51

    Joined:
    Jan 13, 2021
    Posts:
    1
    Hello, i just imported Shooter kit and then import AI
    Assets\Invector-3rdPersonController\Basic Locomotion\Scripts\CharacterController\vThirdPersonMotor.cs(960,46): error CS1061: 'Animator' does not contain a definition for 'GetNormalizedTime' and no accessible extension method 'GetNormalizedTime' accepting a first argument of type 'Animator' could be found (are you missing a using directive or an assembly reference?)

    Please help
     
  10. wood333

    wood333

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    May 9, 2015
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    781
    Hi. Ive been using Shooter for a long time. I also use Inventory Cog to equip vWeapons both melee and range. One issue has arisen. When I equip a musket, everything works fine in runtime at first, but if I open the inventory a second time and equip a "skinned mesh", say a shirt or socks, the Fire stops working. Aim works, but no bang. All because we applied a skinned mesh to the vController character. What can I do to get the fire working again. I am stumped.
     
    Last edited: Aug 20, 2021
  11. Empereur7

    Empereur7

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    Excuse me really I tried to watch your DemoScene but I could not understand the system, how to do when my character touches another weapon it changes the animation Idle or Pose combat and also they change the animations of attacks? Thank you for all your answers
     
  12. WILEz1975

    WILEz1975

    Joined:
    Mar 23, 2013
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    356
    Hi, in the Simple AI, is possible set a specific single point like a waypoint? Is there already a function to do it?
    I would like than in a certain situation, my AI go towards at a specific location (a dynamic Vector3) that is not in the list of waypoints.

    Another thing. What are the PatrolSubPoints? How is it different from normal WayPoints status?
     
  13. wood333

    wood333

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    I use the vGameController. It works fine. Question: How do I relocate the spawn point during run time?
     
  14. Invector

    Invector

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    You can use a simple trigger, when the player enters the trigger it changes the spawnpoint to that trigger position
     
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  15. Invector

    Invector

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  16. wood333

    wood333

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    Thank you. I did get the same answer from the Discord a while back, BUT, there's a catch. My version of shooter does not have that method, so if I recall correctly, I downloaded only the vGameController from a more recent version of Shooter. That worked. And I did use the vSimpleTrigger, too.
     
  17. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
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    532
    is the invector controller only third person? or there is any plug in to FPS?
     
  18. ahmedarsalanshahid

    ahmedarsalanshahid

    Joined:
    Feb 16, 2020
    Posts:
    1
    Is there any way we can stun or knockdown the character instead of dying? In a game I'm making the player can't be killed but is instead knocked down
     
  19. Invector

    Invector

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    There is a free add-on created by the user sjmtech
    https://invector.proboards.com/thread/41/free-first-person-camera-add

    Sure just make sure to uncheck the option "Remove Components After Die", when you add health again the character will stand up
     
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