Recent content by NostromoKhan

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    Multiple Action Maps Support

    Ping. Any pointers for help here or is there something i'm missing?
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    Multiple Action Maps Support

    ok, thanks. I am finding it difficult to 'stop/disable' certain aspects of UCC (like movement (WASD( or item switching (1,2,3, 4). I am trying to create a 'building menu or crafting menu' with its own action map. In standard unity when you switch to a different map you can disable other maps...
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    Multiple Action Maps Support

    Are multiple action maps supported within CharacterInput? I have integrated everything over to using the new unity input system and everything is working great. I noticed in CharacterInput that everything is shoved under 'gameplay' action map. I want to have different action maps in this file...
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    Button Toggle Not Triggering AbilityStopped

    Thanks for the response. Took a look at set height. Completing the loop here for future reference and others who may be interested/struggling with toggle. I did not properly add these lines (base.AbilityStarted and base.AbilityStopped) in the respective methods. Thanks again. Missing...
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    Button Toggle Not Triggering AbilityStopped

    I’m running into an issue with the Button Toggle stop type not working as expected. I’ve created a minimal Ability script to demonstrate the behavior and help isolate the problem. I probably have a misunderstanding of how the Opsive wrapper works around Unity Input System. I am using the New...
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    Animation Timing with UCC Weapon (Item) Use Rate

    Ok thanks for the help, i'll take a look at that doc page!
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    Animation Timing with UCC Weapon (Item) Use Rate

    Thanks for the reply. I am using the default demo animations. Do I go into the animator controller for my character (which is demo) and update the shotgun animation there? Or do i write custom code by listening to events? You say to set OnAnimatorItemUse and OnAnimatorItemUseComplete events...
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    Animation Timing with UCC Weapon (Item) Use Rate

    What setting do i need to set to get the use rate of my gun to match the recoil animation of the equipped item? Or probably better said: How do i get the Animation timing of the shooting/recoil animation to match the Use Rate of my weapon/UCC Item. Sorry for the basic, entry level question -...
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    How to setup Shotgun weapon correctly?

    I don't know - but im glad you didn't delete your post because i found this helpful, Thanks!
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    Configuring Shootable Actions for Infinite Ammo and Custom Energy Ammo System

    ok thanks, i don't own it but ill take a look, thanks!
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    Configuring Shootable Actions for Infinite Ammo and Custom Energy Ammo System

    awesome, thanks for the replies, ill take a look at CanStartUseItem, thanks!
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    Configuring Shootable Actions for Infinite Ammo and Custom Energy Ammo System

    bump, any idea on how i can get the reload animation to not be required and to get a no clip scenario setup...so its just essentially unlimited ammo without clip/reloading. also, is there a way to override the onfire or is there a canfire type method to override so someone can check to see...
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    Issues with Implementing Continuous Jetpack Ability in UCC

    Thanks Justin for the reply. Ok I just marked solved after a couple more hours of experimentation. I found the ActiveInputEvent.Type.LongPress - it was LongPress that i was missing. I was using ButtonDown on my event handling. LongPress for the Win. The TLDR of the entire thread is (from my...
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    Issues with Implementing Continuous Jetpack Ability in UCC

    Confirmed - it does not work. Ok so summary of issue is below - if there is no way forward due to limitations or if this is not supported I am totally fine with it. Regardless, here are my observations: Requirement: Jet Pack ability to AddForce continuously while a key is held down. State...
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    Issues with Implementing Continuous Jetpack Ability in UCC

    hmm ok thanks for the reply...i think i've done that already. Whenever m_CharacterLocomotion.AddForce is called within update - something in m_CharacterLocomotion.AddForce prevents it from being called multiple times (each Update) and it prevents it from being called while in mid-air....i had...
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