Any news on 2.0 ?
2 2016-03-28 06:00:36
Topic: Number of Projectiles (1 replies, posted in UFE 1 (Deprecated))
Hey , Have any of you found a way to limit number of projectiles you character can use at time ?
Like if in most fighting games you can not use projectile till last one is gone
Thanks for reply
3 2016-03-06 05:24:29
Re: UFE 1.7 Official Release Notes (116 replies, posted in UFE 1 (Deprecated))
Was "Ignore Body Coliders " in Invincible Frames fixed in new version of UFE ? I cant make it work since UFE 1.6
4 2016-02-19 05:20:44
Re: UFE 1.7 Official Release Notes (116 replies, posted in UFE 1 (Deprecated))
Is the root motion option on moves working ? I'v been trying to use it on my animations ( with root transforms baked and not baked )
But it seems that after the animation character always jumps back to the game objects position not other way around ?
Am I doing something wrong ?
5 2016-02-12 08:08:43
Re: Cinput (1 replies, posted in UFE 1 (Deprecated))
I also have one more question , I have found in code part that pauses the game , but for the love of god I can not find where he listens for start button to unpause it
6 2016-02-12 06:24:39
Topic: Cinput (1 replies, posted in UFE 1 (Deprecated))
Hey
I have a question for people who use Cinput or ControlFreak
As I see it cinputs default gui uses only mouse and not keyboard , do I have to make my own GUI for it to use keyboard ?
Or maybe you had better sucess with controlFreak in your game ?
Thanks for your opinions
7 2016-02-05 08:22:54
Topic: Some new errors (1 replies, posted in UFE 1 (Deprecated))
since 1.7 I'm getting 2 errors with UFE script present on the scene .
1) Internal_Create can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
2)ArgumentException: Internal_Create can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
UnityEngine.Texture2D..ctor (Int32 width, Int32 height) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/TextureBindings.gen.cs:126)
HitBoxesScript..ctor ()
I can play the game just fine but still ...
Has anyone seen them ?
8 2016-01-27 04:20:40
Re: UFE 1.7 Official Release Notes (116 replies, posted in UFE 1 (Deprecated))
I'm having problem with counter moves in 1.7 . They just dont work
9 2016-01-27 04:11:48
Re: UFE 1.7 and counter moves (4 replies, posted in UFE 1 (Deprecated))
Could anyone please confirm if this is UFEs 1.7 bug or is the problem on my side ?
10 2016-01-26 07:58:10
Topic: UFE 1.7 and counter moves (4 replies, posted in UFE 1 (Deprecated))
So here is my little problem I encountered in 1.7 UFE on Unity 5.3
Move links that are set to counter moves with " Disable hit impact " selected
Don't do Linked moves , they do disable hit impact but thats about it .
Im sure Im just missing some new option on this .
Help
11 2015-10-19 01:37:39
Re: Move cancel effect (5 replies, posted in UFE 1 (Deprecated))
Twrmois wrote:hollysephiroth wrote:It kinda looks like a bug .. should player even if armored( with damage absorbtion lowered to 0 ) not fell down after receiving fatal hit ?
If the damage absorb is set to 0 (as shown in http://www.ufe3d.com/doku.php/move:armor), the attack should still kill the other player. I have character moves in my project that involve armor absorption and they can still die if a fatal hit is landed, regardless of armor, provided that the damage absorption is not at 100.
Try making sure (double-check) that your move(s) in question do not have "Hit Doesn't Kill" checked in the Active Frames section of the Move Editor.
I believe his intention is to make an attack that changes the opponent's position without causing a hit effect.
So like, imagine Player 2 is doing a roundhouse kick. Player 1 performs a wind-like attack. The wind-like attack "hits" Player 2, but Player 2 continues his roundhouse animation while being pushed back 2 meters.
You are correct , this is exactly what I intend to do . The bad part is as of now project needs both hits that cause hit effect and cancel other players animation and ones that dont .
So I gues it will take me some time to figure this out
12 2015-10-14 13:43:03
Re: Move cancel effect (5 replies, posted in UFE 1 (Deprecated))
I dont really care about the damage part or trade hits I dont need that , i need to make moves that dont do damage but just push you and oponent . And on such hit It must not cancel Player 2 animation just push him back .
Armor dosnt help , all my damaging moves are 1 hit KOs so If I armor up all the moves player hit with deadly hit not pushing hit will just do its animation and then keep standing there .
It kinda looks like a bug .. should player even if armored( with damage absorbtion lowered to 0 ) not fell down after receiving fatal hit ?
13 2015-10-11 06:58:52
Topic: Move cancel effect (5 replies, posted in UFE 1 (Deprecated))
Hey sorry to bother but Is there a way for move to not cancel other players move on hit ? Or just let him continue his animation
thanks
14 2015-10-06 09:22:47
Re: [Tutorial] Mirror Particles (19 replies, posted in Tips & Articles)
Is there a way to mirror Particles used on On Hit effects ?
15 2015-10-04 16:57:46
Re: Invinvibility Frames (5 replies, posted in UFE 1 (Deprecated))
That makes me very sad panda , hope for the new update soon then
16 2015-10-04 14:54:50
Re: Invinvibility Frames (5 replies, posted in UFE 1 (Deprecated))
Well , thanks for tips but unfortunately thats not it , invincibility for body parts just dosnt work , I tested in on selecting all the frames in move selecting 1 or all body parts nothing, it just does nothing . Only and only "completely invincible" option works
still need help
17 2015-10-04 11:59:16
Topic: Invinvibility Frames (5 replies, posted in UFE 1 (Deprecated))
I'm having one more problem , invicibility frames only work when completely invincible is selected , when I select body parts
nothing happens during move . I tested it on my and character and robot Kayle
As there is no way to do complete invincibility for selected hit types or anything Im kinda stucks over here .
18 2015-09-19 02:11:14
Re: Unity 5.2 compatibility error? (31 replies, posted in UFE 1 (Deprecated))
Do we know anything about next patch ?