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...
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...
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...
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...
Bump - hoping to get a response on how to do repeated AddForce while a key is being pressed, is it possible? Im so close to completing the jetpack, thanks!
I'm currently working with the ShootableAction component to create various weapons. I'm facing two main issues and would greatly appreciate any help or guidance.
Issue 1: Infinite Ammo and No Reload Action for Shootable Items
I want to create a weapon that essentially has infinite ammo and...
Thank you so much for the reply! I am making significant progress! By using ActiveEventInput - AddForce can be applied WHILE IN MID AIR! Thanks you so much! The InputIndex init was causing me headaches so i used your suggestion to just hardcode it to [0]. Thanks!
The first of my 2 problems...
ok Thanks Silver. So with my latest code snippet did you need to mess around with all the eventing? The ActionInputEvent stuff and registering events and InputIndex etc?
awesome, thanks for the reply ill check it out!
(several hours later trying to get m_Handler/InputIndex to work). I have this code here and i can't figure out how to set or configure InputIndex correctly.
I have my input configured (and tested it in the previous tests and the f key works just...
The force is getting applied sufficiently but only 1 single time. It's not continuous. I would liek continuous application of force WHILE im holding a key down. I need it to apply force while mid air (which i assume if the ability system could detect im holding down the key it would just keep...
hmm, thanks for the reply. I implemented exactly as you showed but the ability doens't kick off/work/execute now. I'll keep playing with other methods too.
I am working on creating a jetpack ability using Opsive's UCC and I've run into two specific issues that I'm hoping to get help with:
Applying Force in Mid-Air: The jetpack ability currently only applies force when the character is grounded. I need the ability to apply continuous upward force...
Edit: Please ignore - fixed. Solution: for some reason the UCC tool that creates the muzzle and projectile game objects to be used with UCC set the position in way off distances. I set these prefabs back to 0,0,0. All is well - so far. Now off to Damage and Hit vfx Instantiation.
Hey...