In the next version, the ShellEjection.cs script will be much faster, resulting in less of a performance hit for the instantiated shells, though we do plan on experimenting with object pooling. some help with this would be nice thanks in advanced =)Ĭlick to expand.Hi eridani, both those features are good ideas! We're going to be looking into adding a wandering behavior for the NPCs in the next version, for the three possible initial AI behaviors of stand watch, patrol, and wander. ZoomIn is meant to be replaced with R-FPS Zoom animation but i have a feeling its all scripted, how could i implement this with this script, as i wanted to do it this way so after the zoom animation it blends to a Scope Image i would create in Photoshop etc.įor the most part all this does is Enable and disable 2 cameras 1 which is in holding position, and second is in AimingDownScope position. and secondly to create an actual sniper plans are to add a Lens texture after finding the animation to bring the weapons to and from the zooming positions but i'm not sure how they are done with this asset due to not having a Zoom animation? if so what is it called and where can i find it ? Hi their is one thing im having a bit of a problem with, i want to create custom Zoom script for some Weapons i got this far by attaching a second camera to Knife, as the zoom does not work with it that comes with the asset, reason being i like to use it as a small focus zoom. Would need this system to work to be able to modify how the Food/Water is used compared to Picking it up and instantly using it instead gets put in bags. or even just using a custom Inventory system where the action bars such as WoW style would maybe be 1,2,3,4 are weapons If anyone has done this with Brackeys Inventory system please would really appreciate your help with this. it wouldn't be to hard to figure out i would imagine for someone that knows how to, but i only have basic programming knowledge to change small things like reversing the Hydration / Hunger system implemented and changing the colour of the Text to suite.
Hi i would just like to ask a few Questions, how would i be able to implement an inventory System Visualy to the game using Brackeys Inventory system, allows bag space and a character Slot, my question is how would we make this work properly for what weapon is in our Bags, and what is equipped. If you're still experiencing this issue, could you please send us some screenshots of the geometry that the player is getting stuck in? This would help us understand what might be causing the problem.
You might also want to check that the Slope Limit var of the FPSRigidBodyWalker.cs component is set to 40. The way this var works was recently changed for version 1.2. Also, does the floor or stairs have a rigidbody component? Another thing to check is if you're using a value other than 1 for the playerHeightMod var. The weapon models will need to be brought back towards the camera a bit because they'll be rendered at the Main Camera's FOV instead of the Weapon Camera's FOV as well.Īs far as the player prefab getting stuck in floors, do you know what kind of collider the floor/stair/obstacle objects have? Sometimes the player collider might get stuck in flat plane objects at lower fixed time step values. You can try deactivating the weapon camera by unchecking the box at the top left in the inspector and setting the main camera's culling masks to include layer 8, the gun layer, and see if that gives you better results. Click to expand.That makes sense, Jack62Lewis.