1

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

Any news on 2.0 ?

2

(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

(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

(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

(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

(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

(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

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

I'm having problem with counter moves in 1.7 . They just dont work

9

(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

(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

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

MrPonton wrote:
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

(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

(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

(19 replies, posted in Tips & Articles)

Is there a way to mirror Particles used on On Hit effects ?

15

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

That makes me very sad panda , hope for the new update soon then

16

(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

(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

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

Do we know anything about next patch ?