No, I havent quite got that far yet :b they all use the same animations for walking. I did notice that if i had one of the weapons equipped to the character when you start the game, it doesnt happen. Its only when you change your weapon then the ani…
Heh. Okay, so think before you speak definitely applies here. (Or, think more?)
Not sure if theres a more official ork way, but attaching a (disabled) dont destroy on load script to the character that activates when attacking him seems to work fine…
Oh, and when i say "not too bad" I dont mean that in negative way at all.. im actually impressed with the built in AI. Ive been around the block with Unity and I may only know little about coding, but I know that AI is one the hardest things to writ…
Thats very good to know. I actually wondered how that worked when i first started setting that up, because i tried starting a global event in the middle of the autostart. It made me think the event stopped after that. :b
I actually ended up making …
The event that stops on wait nodes is a Global Event. Its started from a chain of a events originated at an autostart event. The autostart calls a global, and that global event calls the one thats actually messin up on the wait nodes. The game doesn…
Thanks for the reply GIL.
I found out it only happens in a specfic event. (Possible all of them that are "working together" as well with that event as well.)
I found a way around doing a repeat check, but now even stranger, I can confirm that the …
Update*
I got it working finally. I made the arms a child of a child of the maincam. Then used set position to node to move the arms down to an object holding the position i needed them to be at.
Woohoo!
Also, its probably worth mentioning that if i dont use the "place object" setting in the mount node. He does animate as well, but his arms still wayyyyy to high above the camera. Maybe i can use a node to move them back down? But everytime i try to…
After looking into it a little further i found the strangest thing. When i mount the camera to the player (using nodes) and then mount his bones to the camera. It doesnt animate.
However, if i start the game, pause it, and manually place the MainC…
Im extremely confused here. Im sorry being a pain in the butt, but this will make or break my entire game. I know im not doing something right...
I tried setting the child as root, but this isnt going to work either... because that seems to be pre…
The camera is a child of my character. However, this doesnt make the arms follow the camera. Thats why i made my characters "Skeleton" A child of an empty object attached to main camera. This was the only way I got the arms to move with camera. I ha…
Hmm... im not sure if im doing something wrong, but that isnt working either. I even disabled all the colliders and it still acts crazy when i make the character a child of the main camera. The only way i got it to work was by making the Camera a ch…
I did figure out a solution finally from a previous answer and much trial and error, but there is no walk animation with this solution. :/ (Skeleton is mounted to an empty object thats mounted to camera)
I'll look into what you said though. Thanks …
Wow. I figured i overlooked something simple. Its been a couple of months since I ran through all the tutorials, but I got it to work. Thank you.
Next time I'll make sure my question isnt answered by tutorials....
I created a new project and started over. Used your advice, Firrerreo, and it work just fine. Thank you.
That looks cool though RustedGames I'll have to look into that.
Thanks!