1

(7 replies, posted in UFE 1 (Deprecated))

oh.. nice.. so there is a way to fix it XD lol

2

(7 replies, posted in UFE 1 (Deprecated))

oh is it??
well i still hope someone comes with solution.. or they fix this bug ^^

3

(7 replies, posted in UFE 1 (Deprecated))

yeah, thass right
is there a solution???

4

(7 replies, posted in UFE 1 (Deprecated))

so anyone???

PunBB bbcode test

5

(7 replies, posted in UFE 1 (Deprecated))

when i finished the round 1 with air attack(jump over the oppoent) from behind, the opponent look away from the center when round 2 start
any reason why?? or how to solve this problem? this problerm wasnt there before but it is now.. no idea why...

6

(8 replies, posted in UFE 1 (Deprecated))

now the video works but the audio is gone..

7

(8 replies, posted in UFE 1 (Deprecated))

i added video ogv format but its not working sad

Steviebops wrote:

Apologies for the lateness. Here's the changes to get it working.

In controlsScript, here's the new loop -

      // Check Particle Effects
        foreach (MoveParticleEffect particleEffect in move.particleEffects)
        {
            if (
                !particleEffect.casted &&
                particleEffect.particleEffect.prefab != null &&
                move.currentFrame >= particleEffect.castingFrame
                )
            {

                particleEffect.casted = true;

                Vector3 newPosition = myHitBoxesScript.GetPosition(particleEffect.particleEffect.bodyPart);

                GameObject pTemp;

                if (particleEffect.particleEffect.isWeaponTrail)
                {

                    pTemp = (GameObject)Instantiate(particleEffect.particleEffect.prefab,
                                               newPosition,
                                               Quaternion.identity);


                    Vector3 endPosition = myHitBoxesScript.GetPosition(particleEffect.particleEffect.bodyPartEnd);

                    pTemp.transform.parent = myHitBoxesScript.GetTransform(particleEffect.particleEffect.bodyPart);

                    XftWeapon.XWeaponTrail xComp = pTemp.GetComponent<XftWeapon.XWeaponTrail>();

                    xComp.PointStart.position = newPosition;
                    xComp.PointEnd.position = endPosition;

                }
                else
                {

                    newPosition.x += particleEffect.particleEffect.positionOffSet.x * -mirror;
                    newPosition.y += particleEffect.particleEffect.positionOffSet.y;
                    newPosition.z += particleEffect.particleEffect.positionOffSet.z;

                    pTemp = (GameObject)Instantiate(particleEffect.particleEffect.prefab,
                                                     newPosition,
                                                     Quaternion.identity);

                    if (particleEffect.particleEffect.stick) pTemp.transform.parent = myHitBoxesScript.GetTransform(particleEffect.particleEffect.bodyPart);

                }

                StopParticleDelay spComp = pTemp.GetComponent<StopParticleDelay>();

                if (spComp != null)
                {
                    spComp.stopDelay = particleEffect.particleEffect.duration;
                }
                else
                {
                    Destroy(pTemp, particleEffect.particleEffect.duration);
                }

            }
        } 

In XWeaponTrail.cs - replace the Deactivate() method with this one -

   public void Deactivate()
        {
            gameObject.SetActive(false);
            if (mMeshObj != null)
            {
                mMeshObj.SetActive(false);
                mVertexPool.SetMeshObjectActive(false);
                Destroy(mMeshObj);
            }

            Destroy(gameObject);
        }

thnx this was quite helpful how did you do with  MoveEditorWindow.cs??
i tried my own.. and i got it work but it ignored mirror to the other side..
i probably did something wrong...

9

(2 replies, posted in UFE 1 (Deprecated))

StriderSpinel wrote:

I didn't use XWeapon just because i was really advanced on development when i found out, But you can use the "Trail Renderer" that comes with unity.

Simple, create an Empty game object, set it's position to 0,0,0 and so it's rotation, so you won't have problems spawning out of place. Click add component and add a Trail Renderer, it's a simple and clear component that asks for a material and some other values like Start Width, End Width, time (how long  the trail is).

Turn it into a prefab and then in your Particle effects tab in your character move file select your prefab, the casting frame, body part, and don't forget to set it as "Sticky".

Now your move has a Trail.

Hope it helps!

thnx i tried but i need to figure out how to set start and end polint

10

(2 replies, posted in UFE 1 (Deprecated))

does anybody know how to add trail to weaponary attack?
there is a an older tutorial with Xweapon tutorial but that doesnt work with 1.8
so i cant use that anymore

11

(3 replies, posted in UFE 1 (Deprecated))

Haritha Denuwan wrote:

I think you didn't change the gauge that the move needs,
First select your move file and Goto to the move menu and look at "gauge/meter option"!,
This problem starts if you didn't change the move "required guage" points from "0" to (any guage points as you need),
But if you put so much guage like ,

  • Ex:-
    "A" character's max guage is 1000 , but you changed the move's required guage to 2000 , that move doesnt work!

So keep that on your mind too,
By the way ,
You can set required gauge points to "0" to normal moves,
Not supers!
Haritha Denuwan

thnx ^^

12

(3 replies, posted in UFE 1 (Deprecated))

whenever my character use super move
they use gauge not a problem at all
but thing is they can use super move even gauge bar is not filled...
weather gauge is fully filled, half filled or none, they can use supermove

so any update on this tutorial?

MrPonton wrote:
knightgabriel4eva wrote:

I am having trouble with adding weapon trail
especially with controlscript

If you are posting that you'd like someone to help you out, I'd suggest posting more information so that people can direct you on how to resolve the trouble you're having.

for ControlsScript.cs and MoveEditorWindow.cs
it said i should replace but since there are some changes or huge changes from 1.7 to 1.8
i dont know where to put them or if it's good idea to replace them

i managed to mirror particles though..

15

(19 replies, posted in Tips & Articles)

so how do i apply this to unity 5.4??
i tried but somehow it works only on one character of mine but doesnt work on the other characters..
so weird...

I am having trouble with adding weapon trail
especially with controlscript

17

(1 replies, posted in UFE 1 (Deprecated))

i am getting these 3 error messages any idea?


Assets/UFE Addons/Network Support/LegacyNetworkMultiplayerAPI.cs(79,50): warning CS0618: `UnityEngine.NetworkView.RPC(string, UnityEngine.RPCMode, params object[])' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'

Assets/UFE Addons/Network Support/LegacyNetworkMultiplayerAPI.cs(85,10): warning CS0618: `UnityEngine.RPC' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'

Assets/UFE/Scripts/UFE.cs(2158,28): error CS0117: `UnityEngine.Random' does not contain a definition for `InitState'

18

(5 replies, posted in UFE 1 (Deprecated))

Twrmois wrote:
knightgabriel4eva wrote:
MrPonton wrote:

Try remaking a new Character Hit Box Prefab. In my experience some times either the original mesh file or the prefab itself get altered in their transform settings causing a break between the two. Not saying it's a 100% chance it will fix it, but it's possible something got corrupted in the update to 1.7.1 for you.

thanks
I tried but it didnt work sad
but thanks it was worth trying

Weird, knight's solution was what I used way back when I first upgraded my project between versions. Try making a new UFE project, import your character model, and recreate the character prefab inside of the new project. If it works in the new project, you may have done something wrong in your main project.

oh thank you tixed it!!!
^0^ thank you very much

19

(5 replies, posted in UFE 1 (Deprecated))

MrPonton wrote:

Try remaking a new Character Hit Box Prefab. In my experience some times either the original mesh file or the prefab itself get altered in their transform settings causing a break between the two. Not saying it's a 100% chance it will fix it, but it's possible something got corrupted in the update to 1.7.1 for you.

thanks
I tried but it didnt work sad
but thanks it was worth trying

20

(5 replies, posted in UFE 1 (Deprecated))

Still can't add any new moves of characters
I think this happened ever since i had an error
even though i format and reinstall everything it doesnt fix any...
it doesnt even allow me to start from scratch....

21

(5 replies, posted in UFE 1 (Deprecated))

Now i have a lil problem
with this one single character
On PC i have problem but when I try him to the android the mesh goes weird

I have tried on two version
latest version of UFE (1.7.1) and the previous version (1.6??)

PunBB bbcode test
on 1.6 it has no problem

PunBB bbcode test
however on 1.7.1 it looks like this

it is not like he has different setting from other character
he is legacy type just like all other characters of mine

there are both same charcater file tested on two diff version of UFE

i simply update UFE and this happened
any solution?

22

(8 replies, posted in UFE 1 (Deprecated))

I even reinstall windows but nothing works so far
I even tried to use my earlier version of my project, same error.

older version of unity n early version of my project.. still have the error

so i have no idea why
anything else i shoud try?

is there anything got to do with updating windows??

23

(8 replies, posted in UFE 1 (Deprecated))

christougher wrote:

Don't test with Mike unless you're using generic animations. He's not humanoid unless you use the version of Mike I have converted and posted in the animation section of this forum...

Also, maybe post some screenshots showing the details of the linked move settings, the move file, the animation import settings, the character's move list and whatever else that could be affecting it

but the main thing here is that i never had this error b4. happened like 2 wks ago and I cant seem to find any reason
all other characters i have created with link b4 (this weird thingy happened) do not have any problem or if i link any other existing move no problem at all

only if I creat a new move file then, they have error, not playing animation.
it just wont play animation even the animation is there. I reused some of the existing animation still the same problem.

it seems fine when i use the new moves file as normal moves with input (not linked move)
but if i use them in link moves they start coursing problem

i have 10 characterrs so far none of them have this problem
but only the new moves i want to add/creat for new characters or existing character it starts giving me this weird error.

this is really a pain in the ass... there is no point of making a new character unless i solve this.

24

(8 replies, posted in UFE 1 (Deprecated))

i still got same issue
i tested with a complete a new project
I have created a empty project and import UFE
then i test with mike still the same issue.
anyone any idea? version of unity maybe?

25

(8 replies, posted in UFE 1 (Deprecated))

I tried on another characters it has the same issue
I am using unity 5.3.4f1
could be something wrong with the version?
cuz it never happened b4...