Hey sorry for lack of info, its hard for me to see the wood for the trees :) Actually I was wrong it is working as expected, I am displaying an AC menu, which is some text over a camera, I think I just had to tag the camera as main camera.
Good ideas! They cant do damage yet but I will make it so :) Yeah for now the guy is at max ability, people will need to earn these skills somehow, recharging time is also a good idea.
Im trying to avoid copying GTA too much, I have several times b…
Hahaha I think I take that as praise, I hope there is a good amount of people who will want to see something different :) I guess when game development becomes easier we will see a lot more mental games, I cant even work out what is mad and what is …
Alverik, thanks for the tips I will give that a go, they really are a nightmare the way I am doing them lol.
Deckard, thanks mate, yes its going well, I have been on this game since 2012 so things are starting to fall into place that make the progr…
OK so I managed to make a custom action that can make my guy walk to a position, and perform an animation, works quite nicely, apart from one issue that is after it finishes running the focus is lost from the game window (a left or right click fixes…
One strange thing that is happening is that not all public variables I declare in my custom action are showing up in the actionlist UI, why is this ?
edit: doh I forgot to add them to showGUI..
Ive been thinking this wont work because my animator object is inside a main game object that holds all the ufps stuff, ie, not the root game object. I will experiment with a fake npc that looks like my player and can hopefully mimmick the player wi…
I have just realised one flaw in using this way is that if I later change my player, I will have to manually reassign the animator any time I have used it.This could be one good reason to upgrade if the newer versions dont need this work around.
Great! I missed that suggestion and I did not even know about Object: Animate, it works!!! Wooo! Thanks so much, that is very cool to watch in ufps 3rd person mode, opens up a whole world of opportunities too. Thanks again for all the support, much …
Good thinking. Note that my experiments right now are with "character: move along a path" (which has no "wait until finish?". Tinpot behaves the same, he teleports but does not move along the path, if I remove his player script …
Im presuming "move speed float" should be "Forward" to match the ufps one ?
Also I wonder if its because I have 2 characters under my player root object, theres a man and a woman, they both start on and then a script automaticly …