No go. Unfortunately getting the same error, unless I'm doing it incorrectly. Here's a video with an example, and yes, it does the same thing even without that funny roll.
https://imgur.com/a/LxrWYMP
Yeah, that didn't work either, so it looks like I have to do this:
In that case, use the Nav Mesh Agent movement component.
How do I use this? NavMesh Warp?
Awesome, I've been playing around with it. Question though; how do I actually get the buttons set up to well, do stuff when I click it?
You know, the standard, click on 'Fire', question; "Do you want to learn Fire"?, yes/no, click yes, confirmation…
Thank you for your patience in this; I'm still testing myself. I sent you a message regarding possibly checking this via a test project I can send your way.
So I tried all of these suggestions, and I even went so as far as to delete all of the animations except Battle Animations, and what's happening is the same; so I'm not sure if its the battle animations, I tried to account for or even eliminate that…
I've tried to fiddle with it for a while, but I'm still having trouble. Can you tell me a little more what you mean when you mention the possibility of the battle animations overwriting something?
That's all well and good and all, but that's no longer the issue; I actually figured out how to get the player object in the Timeline's animation track after instantiating using Bindings; what you're seeing above isn't a 3D model that looks like the…
Hello,
I've decided to try the last solution you mentioned.
I want to sneakily have the player character do their cutscene thing with an identical 'dummy' cutscene model and seamlessly return control back to the player with the real, identical lo…
This is what I got so far. Am I not 'setting the variable' correctly? How exactly do I do that?
I ran tests with 'Bool Value' checked and unchecked, same result.
As you can see, the variable 'InCutscene' is set as true in the debug, but she's s…
Nope, still not working. No combination of things I am trying seems to work. All I want to do is the have the ability to change the Conditional Prefab of a combatant by changing an InCutscene variable from 0 to 1 and back to 0 when the cutscene is o…
Oh, I think I didn't articulate myself very well, that's my fault; what I'm actually trying to achieve is a Screen Space-Camera, so I'm okay with those shrimp panels being a regular, static general background, however I'd still like the individual m…
Unfortunately, still no go, and it's throwing errors. I'm not sure what I'm doing wrong. Let me explain; for testing, I have it set up so that the main character's Conditional Prefab is a giant shrimp; when cutscenes play she's a shrimp, and when th…
Conditional prefabs are set up in the combatant's prefab settings. Should be pretty straight forward - you add a conditional prefab setup, select the prefab and define the conditions, e.g. a variable condition.
In your cutscene schematic, just set t…
Disregard this! I figured it out; I forgot to set up a Default Base Attack in my Combatant General Settings!
I do have another question however; how do I disable the ability to activate the player's status menu in battle?
Thanks for your reply!
So for your possible solutions;
1. So you mentioned a Play Mecanim Animation. How exactly does the node setup like that work? Here is my setup, but it's not getting me the result I'm looking for. What ends up happening is th…
Thank you!
Okay, I got it working; kinda!
As you can see, it largely works! Except for the initial trigger, you can see the camera 'snap' to the player before it follows her. Strangely enough though, as you can see, when she goes back and forth th…