Add movement to the animation

in the animation set the XZ check box on

so the character moves away from the circle and not have the circle follow it.


this will still "technically" be on screen.  but visually it will fix your problem

2

(3 replies, posted in Animation)

every character except mike from the demo can have thier anims reused

make sure you set the correct animator for you model

and that your model is set to humanoid

3

(18 replies, posted in Source Coding)

Not gonna lie i forgot about this because of work.  ill try to check it out

4

(3 replies, posted in General)

Yes this is possible using Stances

create a new move, using the gauge section you can set up your drain of meter if you choose

and near the bottom there is a section called stances. where you can choose to change the stance when this move is activated

http://www.ufe3d.com/forum/viewtopic.php?id=882

can also use this method

6

(3 replies, posted in Jobs)

sent a request eternalriftphoenix

7

(3 replies, posted in Jobs)

Hello do you have Discord?

8

(3 replies, posted in 3D Gameplay)

add bones to the sword and add those bones to your hitbox setup

9

(18 replies, posted in Source Coding)

i just tested it.... sadly it works perfectly with assists who physically attack ill go back in and add some variables for projectiles

10

(18 replies, posted in Source Coding)

so do you set the gauge decreases on the assist characters movefile?

11

(18 replies, posted in Source Coding)

open ControlsScript.cs

ctrl+F search this

projectile.opGaugeGainOnParry = move.gauges.Length > 0 ? move.gauges[0]._opGaugeGainOnParry : 0;

directly under paste this

                //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
                projectile.opGaugeLossOnHit = move.gauges.Length > 0 ? move.gauges[0]._opGaugeLossOnHit : 0;
                projectile.opGaugeLossOnBlock = move.gauges.Length > 0 ? move.gauges[0]._opGaugeLossOnBlock : 0;
                //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

Ctrl+F Search

opControlsScript.AddGauge(gaugeInfo._opGaugeGainOnBlock, (int)gaugeInfo.targetGauge);

paste directly under

                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
                                opControlsScript.RemoveGauge(gaugeInfo._opGaugeLossOnBlock, (int)gaugeInfo.targetGauge);
                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

Ctrl+F Search

opControlsScript.AddGauge(gaugeInfo._opGaugeGainOnHit, (int)gaugeInfo.targetGauge);

paste directly under

                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
                                opControlsScript.RemoveGauge(gaugeInfo._opGaugeLossOnHit, (int)gaugeInfo.targetGauge);
                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

SAVE!!

open GaugeInfo.cs

Ctrl+F search

public Fix64 _opGaugeGainOnHit;

paste this directly under

    //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
    public Fix64 _opGaugeLossOnHit;
    public Fix64 _opGaugeLossOnBlock;
    //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

SAVE!!

Open MoveEditorWindow.cs

Ctrl+F Search

moveInfo.gauges[i]._opGaugeGainOnParry = StyledSlider("Gauge Gain on Parry (%)", (float)moveInfo.gauges[i]._opGaugeGainOnParry, EditorGUI.indentLevel, 0, 100);

paste under

                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
                                moveInfo.gauges[i]._opGaugeLossOnHit = StyledSlider("Gauge Loss on Hit (%)", (float)moveInfo.gauges[i]._opGaugeLossOnHit, EditorGUI.indentLevel, 0, 100);
                                moveInfo.gauges[i]._opGaugeLossOnBlock = StyledSlider("Gauge Loss on Block (%)", (float)moveInfo.gauges[i]._opGaugeLossOnBlock, EditorGUI.indentLevel, 0, 100);
                                //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

SAVE!!


Open Projectile.Cs

CTRL+F search

public Fix64 opGaugeGainOnParry { get; set; }

paste under

    //Drain Opponent Gauge on Hit/Block - EternalRiftStudios
    public Fix64 opGaugeLossOnBlock { get; set; }
    public Fix64 opGaugeLossOnHit { get; set; }
    //Drain Opponent Gauge on Hit/Block - EternalRiftStudiosEND

SAVE!!

the end.

12

(2 replies, posted in Source Coding)

move editor window > active frames > hit> hitstun options

13

(12 replies, posted in General)

i had this problem before.  how i fixed it was i just did it backwards.

i set my misfire to be require 100%

then just add code to start match with bulletgauge 100%

was much easier then trying to make it work the other way

14

(18 replies, posted in Source Coding)

files needed:
ControlsScript.cs
GaugeInfo.cs
MoveEditorWindow.cs
Projectile.cs


I can Post the solution. but you should try to see if you can figure it out first

15

(18 replies, posted in Source Coding)

just implemented it after the last message

16

(18 replies, posted in Source Coding)

definitely need Moveeditorwindow.cs under "// Begin Gauge Options"

and then in the moveinfo.cs.
  i know you need this file but i dont remember where you need to code it

17

(18 replies, posted in Source Coding)

then you definitely need code. i did this in an older project its not difficult but does require modifying a few different scripts


look up the RemoveGauge in the ControlsScript.cs

18

(12 replies, posted in 2D Gameplay)

Now that ive tested the glitch. and i see exactly what you mean. i have 1 solution that i know worked for me on previous project but its too much work and was way too annoying to set up. 

this solution requires modifying the animation itself. and using auto correct rotation.. basically
1.duplicate animation 
2.slide through the animation until the exact point the characters switch sides. on original file.
3. delete everything after that.
4. in the copy do the same thing. but delete everything before that.
5. on the copy that only has the second half of anim. completely mirror the animation. in the animation itself not with the mirror boolean.
6. add the animations back together. set in move and add auto correct to be +1 frame after the side switch.  repeat all steps for the reaction. 

this method worked for me but it wasnt worth the effort. and personally just raised my smooth rotation speed to get over it.
but if you want a more reliable fix you might have to wait for an Update.

im assuming where you have these particles appear. that you are not using the projectile tab and instead you are using the particles. with "Destroy when move ends" turned on, right?

ok looking at the picture can you explain where you WANT the projectile to be compare to where it is

21

(18 replies, posted in Source Coding)

so are all super moves "cinematic"? as in you use opponent override after the super lands?
if you do this version you dont need any code.

if not then you need code

please show references to the problem so we can better assist you

so the question Freedterror is asking apollo

are you using the move editor to create particle effects
are you using the move set editor from the character window to create particles

like what are you doing in game to create the particles.

are using a basic move like walking jumping etc

or are you doing a special move. ( moves that require a move file)

24

(18 replies, posted in Source Coding)

not possible out of the box.  i remember doing this an old project but i dont remember exactly what i did. 

how exactly are you trying to it?
2 ways i can think of off the top of my head

player 1 does move that hits player 2. and the simple hit causes gauge drain
this requires source coding


option 2

player 1 does a move that causes a player override on hit or grab.   and the override causes gauge drain. this does not require coding. but it means the move will be considered a grab/atk grab.  and not just a normal hit

25

(12 replies, posted in 2D Gameplay)

if you dont mind sending the 2 animations in question maybe Freed or I can figure something out if we could actually recreate the problem on our machines