Recent content by Arlo

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    DetectedObject null until the Ability is used

    Hi! I'm using the DetectObjectAbilityBase for some abilities and even if they work, I'm having a weird issue. With others like Interact as soon as a suitable object is detected it's set as DetectedObject in the Ability, while with mine I need to actually use the Ability (press the button while...
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    Input System and Rideables

    Thanks for your answer Cheo! While reading it I thought how easy it would be to simply enable or disable the Player Input component based on State, and I found that Opsive actually implements one : ) By adding a Object Activator to each Player Input (Player's and Blitz's) one can be enabled and...
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    Input System and Rideables

    Hi! I'm using Input System in my project and that seems to lead to an issue with Rideable characters. I set everything like for Blitz in the Demo scene, but when the rideable character is enabled the Player won't move. If I disable the rideable (or just its Input child) then the Player works...
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    Charged Melee

    Hi Cheo Thanks a lot Cheo! I'm sorry for taking too long to answer but I was away for a while. Thanks to your detailed guide I will be able to not only set this specific behavior but also others in the future. Really appreciated : )
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    Charged Melee

    Thanks Justin! I was indeed trying to mimic the Bow setup, but can't figure out some attributes. I guess that for Sword Slot0 must be used instead of Slot1 and that Item ID is 22, but what does state and substate index mean? and the ability index not being equal to 12?
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    Charged Melee

    Is it possible to use the Charge action in Melee weapons? Think of Link from Legend of Zelda charging and releasing his iconic spin attack. Thanks!
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    Simple Item View

    Hi! I would need a "simple" UI to show the amount of an Item the player has in its inventory, Keys in my case. In the sample scene I see how it's done with Currencies and I already have those displaying. But for Items I see how to display them in Hotbars, Grids... but not a simpler one, the...
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    Arcade Jump

    Thanks Justin, I made it work with a Generic Ability. If someone tries, Root Motion will work for "forward displacement" when jumping, but won't apply any vertical movement even if the animation has it. I created a Jump state with negative Gravity and it works nice for my needs.
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    Arcade Jump

    Hi! How to implement an "Arcade Jump" that's 100% predictable? That's the jump is always the same both in height and distance. I have an animation with Root Motion with the jump I need, but the Jump ability exits at mid jump and goes to Fall, and with a Generic ability set to Ability Index 1 and...
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    Durability

    Hi! In the documentation it states that Item Attributes can be modified at runtime and so are used for stuff like "a Durability attribute that decreases for each strike of a weapon" I created an Attribute called Durability under Weapon item category and set its variant as Modify. Weapon is set...
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    Set Attribute Modifier for an Ability at runtime?

    Thanks! That was it : )
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    Set Attribute Modifier for an Ability at runtime?

    Hi Justin! Thanks for the answer, but this doesn't seem to be the case because the attribute is already set as autoupdate. I'm trying to make the FreeClimb ability to only consume stamina if moving, but remain while in idle. Just for testing I added "m_AttributeModifier.Amount = 0;" directly in...
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    Set Attribute Modifier for an Ability at runtime?

    Hi there! Is there some way of modifying an ability's Attribute Modifier amount while the ability is running? Directly setting the m_AttributeModifier.Amount won't work, it's only taking the amount from when the ability starts. Changing the m_AttributeModifier.Amount in the Ability's Update()...
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    Cinemachine weird behaviour

    Hi Justin! Thanks a lot for taking the time to test it : ) I'm having the exact same issue in the scene you sent me, don't you? I added some cubes to the scene as a visual reference because it was hard to notice the wobble with a single ground plane. BTW it also happens when changing...
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    Cinemachine weird behaviour

    Hi Justin! Yes I did, I first encountered this behavior in my own scene. I tried to replicate it in the Demo scene to check if it was an error coming from my own setup. Here I attach a basic scene just created for testing the integration with no extras. Unity 2022.3.18, UCC 3.0.19, Cinemachine...
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