I'm getting this error for both Hang and Vault. Anyone have an idea of what is wrong?
"Assets\Opsive\UltimateCharacterController\Add-Ons\Agility\Scripts\Hang.cs(339,25): error CS0246: The type or namespace name 'MoveTowardsLocation' could not be found (are you missing a using directive or an...
@nAkoustix Currently what I have is is a pickup item that can be thrown and re-picked up. If that is what your looking for as far as function. I think I can write something up this weekend on how to do it.
@Justin I think this is pretty much what I was asking for in my question. https://www.opsive.com/forum/index.php?threads/more-throwing-items-questions.2949/
@nAkoustix If you do get this working on your own let me know or if your looking for someone to help work on it with you let me know.
So I have made great progress. I have an item I can throw and pickup. But I'm wondering if there might be a better way. Right now when I throw an item it creates a clone of it and yes I reuse the clone. But is there away to throw the actual object no cloning? So if I have a rock for example and...
That is what I was trying to say. I'm so bad with words. I want to be able to get the value without changing what was set by the base class. So when I said public getter, I was thinking of this setup in ItemPickup:
public bool PickedUp { get { return m_PickedUp; } }
private bool...
Things like m_bounced, m_Reequipping, m_thrown(It does have a public getter) and m_throwing for example. These statuses are all private. So if i wanted to inherit and use a class such as TrajectoryObject I can't use those variables to add new functionality without changing the base class.
Would this be it?
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
using...
@Justin You should make a guide section on the forum. That way when people document something or a discussion goes into details on how to do something that isn't a part of your man documentation it can go there. Also, people that make there own guide videos can post to that location as well...
I have created a throwable item guide here. I will add a dual wield throwable item guide and add a throw and pickup guide once I figure those things out. Right now I get some weird things that happen when I have a throwable item that has an item pickup on it. Collisions stop working correctly as...
5. Under your character's rig dig down until you get to the right hand->items
a. Resize the scale of the transform to the size you need I changed all values to .2
b. Move it so it is under your characters right-hand
c. Drag rock down to your prefab folder in your project
d. In the...