576

(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.

Judging by the view of your Game in the screen shots it looks like you're not running TrainingRoom.scene in the scenes folder. If you were, you wouldn't be getting the skybox that's being displayed there.

However, the hierarchy looks about right.

578

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

If you have source, it shouldn't be too difficult I think to modify in a KOF style system.

I'm assuming you're saying you have a character in t-pose and you want to set their HitBoxes, but the idle animation stance is in an animation file and you can't seem to set the HitBox editor in the character file to pose them into that idle animation?

You have to make the "ground" of whatever prefab for the stage with a collision system, tag the object as "Ground", and make sure it's at a certain height. I believe you have a 0.6 or 0.06 margin of error. If it's not aligned in height correctly then the characters will just fall through the "ground".

581

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

This is an often requested option.

Though, each time it's brought up, YumCha and Mind mention that entering Down then Forward or vice versa for move requirement will function as a diagonal. Still, would rather have the directional requirement/display instead myself.

Could this be moved to the Suggestions board?

582

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

Anyone have a tutorial on how to extract out the animations from the Softimage file correctly? Sadly, my easy man exporting from SoftImage into FBX exported both animations at the same time and appear to not work with mecanim from my initial attempt to convert to FBX. :-/

583

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

YumChaGames wrote:
MrPonton wrote:
YumChaGames wrote:

Did you try clicking on the AI logo at the select screen?

As I stated, there is no AI logo on the select screen. It just shows PLAYER, and UP/DOWN arrow, and then nothing. Selecting the area that the icon should be displaying on also does not have any response in change from Player to AI.

Oh, I think I know what this is.

Check your CharacterSelectScreen prefab has the correct images assigned in AI Style.  See screen shot:

http://i.imgur.com/Nw4YZqW.png

This happened to me once during testing a pre-release version, and I had to manually add the images in.  But for the released versions, I haven't had the issue.  I'm assuming you're updating an existing project, which might be the cause of the missing image assignments.

Nah this is my Base UFE engine project that I upgraded. I don't touch anything in that project so I can see the version histories and if I mess something up in my game project I can compare easily.

http://i.imgur.com/xfsNuVq.png

584

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

YumChaGames wrote:
MrPonton wrote:

Thanks MM. I did have an issue after upgrading from 1.0.6 to 1.5.0 in Source version. Running the scene didn't appear to let me set A.I. for either player. The character select screen showed PLAYER and the arrows but nothing for the AI as seen in the demo on this site. Is there an option I have to set somewhere to view that? I can use the UFE Config file to have it skip the title and character select menu with either character set to AI.

Also, I do not have Fuzzy A.I. installed.

Did you try clicking on the AI logo at the select screen?

As I stated, there is no AI logo on the select screen. It just shows PLAYER, and UP/DOWN arrow, and then nothing. Selecting the area that the icon should be displaying on also does not have any response in change from Player to AI.

585

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

Mistermind wrote:

UFE PRO 1.5 is now available on both the Asset Store and Sellfy.
Notes and installation instructions can be found here.

Fuzzy A.I. Addon is available on Sellfy through this link.
Soon available on the Asset Store as well (waiting for their approval process)

UFE Bundle & UFE Basic update coming soon.

Thanks MM. I did have an issue after upgrading from 1.0.6 to 1.5.0 in Source version. Running the scene didn't appear to let me set A.I. for either player. The character select screen showed PLAYER and the arrows but nothing for the AI as seen in the demo on this site. Is there an option I have to set somewhere to view that? I can use the UFE Config file to have it skip the title and character select menu with either character set to AI.

Also, I do not have Fuzzy A.I. installed.

No.

587

(5 replies, posted in Suggestions)

What about making a "Move" called "jump"?

588

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

Can you guys please either just stop the unconstructive discussion, or take it to a private conversation?

Any chance we can get a range date on when to expect v1.0.7? this month? end of the summer? fall?

590

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

Look forward to how the networking works out.

Hope it's like GGPO where it uses prediction algorithms and rollbacks when prediction was incorrect.

Also hoping for Square Hitboxes and grappling.

591

(3 replies, posted in Suggestions)

I think online play is a feature everyone wants. However, it's not exactly the easiest thing in the world to code. It would be great if it had the option of a GGPO like system, but I doubt it. Unity isn't exactly the best at default network code.

I know mind said he has experience in networking so if he's talking about networking this soon I expect he has given it serious though.

My character was made in blender, and I just took the character.blend file and put it in the assets folder. Unity renders blend files fine, though I hear the axis are most times read incorrectly. However, it wasn't that hard to adjust using UFE's original tool set to rotate my character correctly.

Yeah I have each axis set as an Axis in the Input Options, but in the cInput it's checking for a key called "P1KeyboardHorizontal". It also is properly checking for an axis called "P1KeyboardHorizontal", so it's like expecting this Key to exists when it isn't. :-/

Okay, I'm not sure yet if this is a bug in UFE or a bug in cInput.

However, I was able to get the error "fixed" by setting a key with the same name as each axis. What was happening was for some reason the flow would get to cInput's code where it'd be looking for the axis as a key where it'd throw an exception. Yes I've "fixed" it, but sadly I don't think the way I did it actually is correct.

595

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

Interesting concept. I know where you'd have to make the change on the character select, but i think it'd be a big system mod to get it to recognize more than two characters once the match begins.

Okay, thankfully my changeset shows that I must have added that bit of code, and correcting all the instances of GetAxisRaw("Horizontal") to inputRef.inputButtonName got the characters to move correctly.

Only issue I'm dealing with now is that when I press an attack button it says it can't find a key match for the player's horizontal and vertical, " Is it possible you typed it wrong or forgot to setup your defaults after making changes?".

If I resume after the exception, the attack motions properly and resumes fine until another attack button is pressed.

Both axes are in the input config, otherwise i couldn't move the characters around.

Trying to debug it I can follow it until the following code will throw the exception upon completing the foreach initiated around 266:

foreach (InputReferences inputRef in inputReferences) {

Thanks for pointing that out. I'll double-check my changesets to verify. It's possible it was collateral damage with me figuring out the work flow.

Right,

So I did cInput's set calls in the IntroScript.cs. Once the setters are made then you don't have to set it anymore:

cInput.SetKey("1_Up", Keys.W);
        cInput.SetKey("1_Down", Keys.S);
        cInput.SetKey("1_Left", Keys.A);
        cInput.SetKey("1_Right", Keys.D);
        cInput.SetKey("1_Button1", Keys.T);
        cInput.SetAxis("1_Horizontal", "1_Left", "1_Right");
        cInput.SetAxis("1_Vertical", "1_Up", "1_Down");

So I'd expect changing

Input.GetAxis("P1Button1");


to

cInput.GetAxis("1_Button1"); 

Should work if I change UFE > Global > Input Options > P1Button 1 to 1_Button1.

So far that seems fine, as minus the error with the axis, the buttons are responding as I set them so yeah.

But I think it gets confused when you see

if (inputRef.inputType != InputType.Button && cInput.GetAxisRaw("Horizontal") != 0) {

as the "Horizontal" I'm not sure is established.

Just find it awkward that P2's left/right works fine, that P2's up/down only works when left/right are being pressed as well, and that P1's axes are not doing anything at all. I'd expect P1/P2 to be doing the same thing with the same issues :-/.

Hmm, thanks for letting me know. However I tried modifying the Global config's input with similar issues.

I can make it to the Round fight start. However. pushing the new P1HorizontalAxis, P1VerticalAxis, and P2VerticalAxis  does nothing. Pushing P2HorizontalAxis moves the second player left/right, and pushing any new attack button has an error pop up stating:

Couldn't find a key match for P2HorizontalAxis. Is it possible you typed it wrong or forgot to setup your defaults after making changes?
UnityEngine.Debug:LogError(Object)
ControlsScript:Update() (at Assets/UFE/Scripts/ControlsScript.cs:415)

For both the horizontal and vertical of the player who pressed the attack button. Resuming the game instance plays the attack though.

Any thoughts as to what the cause could be?

Edit: Only for P2, if I hit LEFT + DOWN he'll jump forward. RIGHT+DOWN he'll jump right. DOWN he won't do anything. LEFT+UP he'll crouch (forward?). RIGHT+UP he'll crouch (backward?). UP he won't do anything...

I'm in the process of getting cInput working in UFE. Will update as I find hurdles and how to jump them.

I was recently successful in getting cInput setup to work in the Character Select screen, but am currently stuck in trying to get it working for the actual game engine. Apparently, the Update() on ControlsScript.cs is where this would have to be done. Presently, there's an array linked to the Unity input config in some way.

So either, we would need to change the array in the foreach loop to be an array of our custom controls, or totally refactor how the foreach is used in the Update() method. I'm leaning to the second option as I'm out of ideas for the first option.

foreach (InputReferences inputRef in inputReferences) {