1

(1 replies, posted in General)

Updated to ufe 1.8.4a and pretty much all the trouble solved itself, except for a little problem with the inputs.

2

(1 replies, posted in General)

Don't Know what's going on, but i've came across a lot of errors in my new project.
When working on training for test works fine, but when loading any other mode, the game freezes a lot before battle, showing this error:

NullReferenceException: Object reference not set to an instance of an object
CameraScript.DoFixedUpdate () (at Assets/Libs/UFE/Scripts/CameraScript.cs:66)
UFE.FixedUpdate () (at Assets/Libs/UFE/Scripts/UFE.cs:2083)

or this one:

No character selected for player 1.
UnityEngine.Debug:LogError(Object)
UFE:_StartGame(Single) (at Assets/Libs/UFE/Scripts/UFE.cs:2499)
<StartGame>c__AnonStorey4:<>m__0() (at Assets/Libs/UFE/Scripts/UFE.cs:739)
CameraFade:FireFadeFinished() (at Assets/Libs/UFE/Scripts/CameraFade.cs:61)
CameraFade:OnGUI() (at Assets/Libs/UFE/Scripts/CameraFade.cs:78)

The AI isn't working either:

ArgumentNullException: Argument cannot be null.
Parameter name: source
System.Linq.Check.Source (System.Object source)
System.Linq.Enumerable.ToArray[ButtonPress[]] (IEnumerable`1 source)
RuleBasedAI.ChooseMovement (.ControlsScript self, .ControlsScript opponent, Single deltaTime) (at Assets/Libs/UFE Addons/Fuzzy AI/Runtime/RuleBasedAI.cs:372)
RuleBasedAI.DoFixedUpdate () (at Assets/Libs/UFE Addons/Fuzzy AI/Runtime/RuleBasedAI.cs:121)
UFEController.DoFixedUpdate () (at Assets/Libs/UFE/Scripts/UFEController.cs:76)
UFE.FixedUpdate () (at Assets/Libs/UFE/Scripts/UFE.cs:2204)

also once the game freezed mid animation giving me this line of code as the error

if (this.player1.targetLife > UFE.config.player1Character.currentLifePoints){

Really have no idea what's going on!

i'm using unity 2017.2.1f1 and UFE 1.8.4

i'm gonna update ufe and see if unity has a new version too.

:(

3

(1 replies, posted in General)

abeyerdev wrote:

Hello! I am interested in purchasing this product but wanted to check and see if there were any known plans for holiday sale discounts coming as I'd hate to miss out on those.

Thanks for any insight!

The Asset is on sale from time to time... not sure if for Holidays, but keep an eye on it as it should be on sale soon!

4

(13 replies, posted in General)

xFTLxKingPhoenix wrote:

It Works now

smile

Had to do any heavy changes?

5

(13 replies, posted in General)

xFTLxKingPhoenix wrote:

how did you set the image? I cant set a Image from the hierarchy

just press right mouse button "new ui element --> image"

and then you set the image in the inspector as the one that's gonna show the moveset.

6

(28 replies, posted in General)

This is pretty interesting... smile

7

(2 replies, posted in General)

Your character rig is set to Legacy or Humanoid?

i got this same problem once because UFE inverts the scale when using legacy animations, and this causes this strange problem when using cloth simulations. If you use a Humanoid rig, the character isn't scaled, but rotated, and the animations are mirrored, and the cloth isn't affected.

If using legacy animations, you could use something like dynamic bones from the asset store, that's what i use to get rid of the problem.

8

(12 replies, posted in General)

Strange, this is still going on to the lastest version!

well, the above code has a little problem, says NULL but actually must be FALSE

if (animator != null) {
            return (animator.IsPlaying(clipName));
        } else {
            return false;
        }

9

(2 replies, posted in General)

I highly sugest to use another software to create your own animations, like blender, wich is free and highly compatible with unity.

10

(1 replies, posted in General)

Something very common on fighting games is the Health bar damage display after getting hit.

does somebody knows how to implement it on UFE? Thanks!

https://crohasit.com/wp-content/uploads/2016/05/street-fighter-screenshot.jpg

MrPonton wrote:

I believe last I checked Weapon Trail itself isn't working in 2017. I could be wrong but I believe the asset hasn't been updated since Unity 4?

it still works, but whe the script is attached to a body part i want to make visible, it just doesn't appear at all...

Hi! i was using UFE 1.8 in a unity 5.6 and making some body visibility parts to turn on and off some weapon trail usoing x-weapon trail, and it worked fine, but now i'm using unity 2017 and UFE 1.8.4 and suddenly, my weapon trail doesn't appear at all...

wonder what's wrong

Thanks!

Hi!

a few UFE versions back there was this problem where if you had cinput installed and pressed the changel controls button in the options panel, the screen would appear, but the menu below could still be accesible.

there was a fix back then:
http://www.ufe3d.com/forum/viewtopic.php?id=449

but the code is changed and i can't fix, can somebody help?

Thanks!

14

(140 replies, posted in Showcase)

Thanks a lot for the support!

15

(140 replies, posted in Showcase)

Now that i'm using a newer version of UFE, i want to make a tut on super armor, and on parts visibility.

smile

16

(3 replies, posted in General)

The intro and outro is just another MOVE for your character, so you have to create a move file, in the move file just don't add any possible state nor input, and of course you don't add them to the move list of your character, just in the intro outro section of your char definition file.

There are a couple of videos about creating cinematic effects in UFE

https://www.youtube.com/watch?v=jw_x9BBzAJU&t=5s

https://www.youtube.com/watch?v=HVgDJifElj8

17

(13 replies, posted in General)

ok, we have a SPECIAL MOVES screen in TZOMPANTLI, my friend the programmer changed a little bit the code and made a custom screen that can display an image (wich i created in photoshop) displaying the selected character move lists... this is a bit old, and also the UFE version is no up to date (this is 1.6 i think), but maybe someone can figure it out better and adapt it to the new versions... or maybe it works already--- remember, i'm no programmer:

First, the DefaultPauseScreen script is a bit changed, in order to get two inputs from the game "ConfirmPlayer1" and "ConfirmPlayer2" , around line 46. This two inputs we can create them in the inputs options from the UFE global config file if we are using cINPUT (wich we used).

https://s5.postimg.org/je1zs5uvr/image.png

DefaultPauseScreen:

using UnityEngine;
using System.Collections;

public class DefaultPauseScreen : PauseScreen{
    #region public instance fields
    public UFEScreen backToMenuConfirmationDialog;
    public UFEScreen[] screens;
    #endregion

    #region protected instance fields
    protected int currentScreen;
    protected bool confirmationDialogVisible = false;
    #endregion

    #region public instance methods
    public virtual void HideBackToMenuConfirmationDialog(){
        this.HideBackToMenuConfirmationDialog(true);
    }

    public virtual void HideBackToMenuConfirmationDialog(bool triggerOnShowScreenEvent){
        if (this.backToMenuConfirmationDialog != null){
            for (int i = 0; i < this.screens.Length; ++i){
                if (this.screens[i] != null){
                    CanvasGroup canvasGroup = this.screens[i].GetComponent<CanvasGroup>();
                    
                    if (canvasGroup != null){
                        canvasGroup.interactable = true;
                    }
                }
            }

            this.HideScreen(this.backToMenuConfirmationDialog);
            this.confirmationDialogVisible = false;

            if (triggerOnShowScreenEvent){
                this.ShowScreen(this.screens[this.currentScreen]);
            }
        }
    }

    public virtual void GoToScreen(int index){
        for (int i = 0; i < this.screens.Length; ++i){
            if (i != index){
                this.HideScreen(this.screens[i]);
            }else{
                if(this.screens[i].ToString().Contains("Moves")==true&&cInput.GetKey("ConfirmPlayer1"))
                {
                    ((DefaultMovesMenuScreen)this.screens[i]).Player1=true;
                }
                if(this.screens[i].ToString().Contains("Moves")==true&&cInput.GetKey("ConfirmPlayer2"))
                {
                    ((DefaultMovesMenuScreen)this.screens[i]).Player2=true;
                }
                this.ShowScreen(this.screens[i]);
            }
        }
        
        this.currentScreen = index;
    }

    public virtual void ShowBackToMenuConfirmationDialog(){
        if (this.backToMenuConfirmationDialog != null){
            for (int i = 0; i < this.screens.Length; ++i){
                if (this.screens[i] != null){
                    CanvasGroup canvasGroup = this.screens[i].GetComponent<CanvasGroup>();
                    
                    if (canvasGroup != null){
                        canvasGroup.interactable = false;
                    }else{
                        this.HideScreen(this.screens[i]);
                    }
                }
            }

            this.ShowScreen(this.backToMenuConfirmationDialog);
            this.confirmationDialogVisible = true;
        }
    }
    #endregion

    #region public override methods
    public override void DoFixedUpdate (){
        base.DoFixedUpdate ();

        if (this.confirmationDialogVisible){
            if (this.backToMenuConfirmationDialog != null){
                this.backToMenuConfirmationDialog.DoFixedUpdate();
            }
        }else{
            if(this.currentScreen >= 0 && this.currentScreen < this.screens.Length && this.screens[this.currentScreen] != null){
                this.screens[this.currentScreen].DoFixedUpdate();
            }
        }
    }

    public override void OnHide (){
        this.confirmationDialogVisible = false;
        this.HideBackToMenuConfirmationDialog(false);
        if (this.currentScreen >= 0 && this.currentScreen < this.screens.Length){
            this.HideScreen(this.screens[this.currentScreen]);
        }
        base.OnHide ();
    }

    public override void OnShow (){
        base.OnShow ();

        this.confirmationDialogVisible = false;
        this.HideBackToMenuConfirmationDialog(false);
        if (this.screens.Length > 0){
            this.GoToScreen(0);
        }
    }

    public override void SelectOption(int option, int player){
        // TODO: select the correct option manually.
        if(this.currentScreen >= 0 && this.currentScreen < this.screens.Length && this.screens[this.currentScreen] != null){
            this.screens[this.currentScreen].SelectOption(option, player);
        }else{

        }
    }
    #endregion

    #region protected instance methods
    protected virtual void HideScreen(UFEScreen screen){
        if (screen != null){
            screen.OnHide();
            screen.gameObject.SetActive(false);
        }
    }

    protected virtual bool IsVisible(UFEScreen screen){
        return screen != null ? screen.IsVisible() : false;
    }
    
    protected virtual void ShowScreen(UFEScreen screen){
        if (screen != null){
            screen.gameObject.SetActive(true);
            screen.OnShow();
        }
    }
    #endregion
}

Then in the pause screen prefab we selected the SpecialMovesScreen
https://s5.postimg.org/l74wfzfx3/image.png

the DefaultMovesMenuScreen is also slighty changed:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;

public class DefaultMovesMenuScreen : DefaultUFEScreen{// DeathlyIdeas
    #region public instance fields
    public Image imageActive;
    public Sprite[] images;
    public bool Player1;
    public bool Player2;
    #endregion
    
    #region public override methods
    public override void DoFixedUpdate(){
        base.DoFixedUpdate();




    }
    
    public override void OnShow (){
        base.OnShow ();

        for (int i=0; i<images.Length; ++i) {
            
//            Debug.Log(images[i].ToString().ToLower());
    //        Debug.Log("-------------------      "+UFE.config.player1Character.name.ToLower());
            if (Player1&&images[i].ToString().ToLower().Contains(UFE.config.player1Character.name.ToLower().Replace("(clone)","")    )) {
                imageActive.sprite = images [i];
            } else if (Player2&&images[i].ToString().ToLower().Contains(UFE.config.player2Character.name.ToLower().Replace("(clone)",""))) {
                imageActive.sprite = images [i];
            }
        }
        //UFE.config.player1Character.name    

        Player1=false;
        Player2=false;
    }
    #endregion
}

Then inside we got a background, a button to close this screen (i think we used the one wich is already there) and an Image wich is the same size as the images we are using for our characters movelists. The image is the one that the movescreen script is asking us for and below as you can see i have a list of the characters in my game, and each element is linked with the image for each character's move list (wich is an image set as an sprite 2d UI).

Very important, the name of the character movelist sprite file must be EXACTLY THE SAME as the Character File (Not the Prefab, the character file, in wich you define it's name, life points, portraits and so on)

https://s5.postimg.org/ybagsov47/image.png

I think that's very much it... as i say, i'm not sure it works exactly the same in the new versions, but i think it can get you in the right direction.

Greetings!

18

(13 replies, posted in General)

Let me take a look at some tzompantli code...

have you tried implementing the solution above?

20

(140 replies, posted in Showcase)

I think the forum changed a bit and putting videos and other stuff is a bit harder now, but well, i'll share this video playing the latest version of the game:  https://youtu.be/DRPjmpTW6Xk

21

(17 replies, posted in General)

Gotta retake the tutorials... a very interesting one could be the "visibility parts" tutorial.

22

(7 replies, posted in Showcase)

MrPonton wrote:

Yeah it uses UFE.

Really?!

had no idea!

so, there are like 4 UFE games already released.

Fantasy Strike is also made with UFE Right?

23

(10 replies, posted in General)

battlemasterz wrote:

so your gun would be considered what body part in the panel, i see it asks for that?

Let's Say you load your 3d model, and then, as a separate object add the weapon under the "hand" bone, then turn the weapon off in the unity inspector.

Now you can select the hand bone as the part you want to "appear" and for how many frames,  as well as if it Will work while facing right, left, or both.

Hope it helps!

24

(10 replies, posted in General)

battlemasterz wrote:

Cool, will check out the tutorial...this will be so big, if im able to do it for conceptual reasons

Thanks again

There's a way already in UFE, i used it for a gun in a character and it works completely fine:

http://www.ufe3d.com/doku.php/move:body … itychanges

25

(2 replies, posted in General)

bm_farooqui wrote:

Hello,
I am having trouble setting up hitboxes, problem is if I set hitboxes on a character without changing its rotation to 90 degree, they all align properly, but as soon as I set it to 90 degree as suggested in the tutorial video all the hitboxes align in the middle. Help please!

https://www.dropbox.com/s/hwxv745ygp8on … 1.png?dl=0

https://www.dropbox.com/s/kweii5j3vtsbc … 2.png?dl=0


It doesn't matter if they align, once the character is in the game they work properly.

Have you run your character ingame?