just trying to get the best idea on this before i go to far to have to redo it all over again.

question 1) the battle type on the equipment viewer is that for this kind of situation so when not in battle itll show on the unequipped position and when in battle itll show on the hand its suppose to go on? just making sure im right on this before i go further
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  • Pretty much. The conditions (e.g. game state, variables) defines if the equipment is shown - using different conditions allows placing the equipment on different parts of the game object.
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  • ok was just masking sure any chance you can make it so it will also start a event based on if your in a battle area or not so implementing sheathing and unsheathing of weapons would be easier?
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  • edited September 2015
    as an example...

    so if i set up my viewrs to where it says battle and i select no for my unequipped spot then on my hand i have one set to yes so if i enter a battle zone i can have a event start based on if im entering a battle zone or exiting one by like trigger enter trigger exit with a built in wait value so you can pause the other viewer enough to play out the animation before it shows on the other hand ...
    Post edited by wtyson on
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  • That would be handled in the battle start event. These things would probably be handled best by having a special weapon bone in your model where you put the weapon's equipment viewer - that way you can easily animate the weapon however needed.
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  • edited September 2015
    If you have a bone for sheathed weapon--say on the player's back or side and an equipment viewer there--and one for equipped weapon--then you can set which one shows in battle and which one shows not in battle.

    I have that on one of Mr. Necturus's (Unity Asset Store) player heroes although I don't use it. He has a bone for the sheathed sword on the hero's back and one for the drawn sword on the player's hand.
    Post edited by Catacomber on
  • thats actually no different then how i have it set up now with the empty game object. problem thats in place is if you go in and out of a battle area it wont do like you say in a battle event im using real time battles which dosent use battle start events or does it? (ill test later today)... i just figured it would be nice to have such a thing on the equipment viewer it self but @GIL if i can use battle start an end events then that would do the same thing ..

    adding a bone is no different then adding a empty game object. does the same thing ^^
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  • @GIL battle start events dont work with real time battles tested your solution and it dosent work and using a bone for a weapon is not a good idea... when using mecanim. legacy maybe if your baking the animations into one model for a 1 model use but not when dealing with mecanim. and a animation is all you need to call for equiping and unequiping dont need extra bones... unless you dont plan on changing the weapons or using other animations... best solution is what i stated above and how i would go about it if i made the controller my self. but im trying to save time since i already got alot on my table with everything else. i tried to set it up by playing the draw before idle to but that wont work since it plays every time i go into idle.. something like this could be hard coded into the system if you added a draw and sheath option for built in animations types just like how damage is automatic... so they can be called when entering and exiting a real time battle area. and also just adding in a equip wait on the viewers would fix the whole thing.
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  • nvm on this i just worked it with out the equip animations
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