Hi, I was just wondering, with the included controllers is it easy to add weapons or something. I saw someone do it by putting a hotspot on the player and when he has collected the sword it goes in the inventory then he took it out of the inventory and clicked on the player then it updated the player with the sword. That part I may be able to work it out because there is an adventure creator tutorial that does similar with a face mask, but it's using that weapon to fight and all is what I might have trouble with and the animations. How would I go about this, it would be great if someone could do a tutorial on this. I cant script so it might be out of the question but I do have playmaker.
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
To be clear: AC is for traditional adventure games, not ones with combat. Combat mechanics must be added on via scripting, or third-party assets - though an integration script would still be necessary.
See, for example, the provided UltimateFPSIntegration script - which provides a link between AC and the now-legacy UFPS v1 asset. UFPS supports weapons, but an integration script is required to have it work with AC (so that it e.g. pauses during cutscenes, allows clicks on Hotspots, etc).
An integration script for Ultimate Character Controller, which does allow for first- and third-person combat, can be found here. We are in contact with UCC's developer, Justin, to improve it.
Yeah, I have tried these both but the old UFPS works better than the UCC because with UFPS the player constrain work but it doesn't work with UCC. I have been testing a lot of controllers out to see which works better. Even though I am making a survival shooter game I still want AC's functionality for puzzles.
Try this and let me know if that allows you to use Player: Constrain with UCC:
http://pasteall.org/1525577/csharp
Sorry, it took me a while to get back to this one but thank you that worked when testing out UCC. But what about camera switching though because if the player's main camera is used as main camera it can't be put in the slot where it says default camera and you actually need it to be to be able to switch cameras. Although I may be able to cheat a little by using cinema director to trigger at the moment I want.
P.S. On that script I only took out the extra parts I needed otherwise I got an error.
I just worked it out. UCC has 2 cameras (Main Camera, First Person Camera). The first person camera is parented to main camera. On the main camera, I put AC Main camera script then on first-person camera I had put game camera. Then I put the first person camera as default camera and it works. The only thing that won't work is if you have a camera switch to return to gameplay, but I still got around this anyway.