Would it be possible to trigger an cinematic when a player when a round is won?
2 2017-01-01 16:19:24
Re: using ufe as basis (3 replies, posted in UFE 1 (Deprecated))
Okay personally as in I cant make a game with it and sell it? Or just the engine buy it self because I have no intention of resale.
3 2016-12-31 23:59:24
Topic: using ufe as basis (3 replies, posted in UFE 1 (Deprecated))
Not sure the policy on the use of ufe if I buy the source could I use the basis of ufe to create my own engine with it and give it a unique name ex: highly modified ufe is now the wraith engine for a reflection of my company name?
4 2016-09-19 22:14:49
Topic: diagonal imput implementation (2 replies, posted in UFE 1 (Deprecated))
How hard would it be to add diagonal imput in my game?
5 2016-09-19 22:11:03
Re: UfE + other unity packages (3 replies, posted in UFE 1 (Deprecated))
Ok thanks
6 2016-09-04 13:55:57
Re: Cinematics in story mode using cinema director (8 replies, posted in UFE 1 Source (Deprecated))
that's good to know
7 2016-09-03 17:42:27
Topic: UfE + other unity packages (3 replies, posted in UFE 1 (Deprecated))
can ufe be used with other unity packages/projects?
8 2016-09-03 12:08:06
Re: hold button imputed during or at the end of move/combo for charged mov (3 replies, posted in UFE 1 (Deprecated))
Hi!
yes, it can be held, but basically, you'll need a move for every "power level" of the last punch... for example in dragon cannon, you need 3 punches that can chain consecutively, each one it's own move, and in the end, a fourth punch that is actually a "charge" animation, recoiling strength to release the last hit, and lastly, the actual attack, or in this case attacks, depending on how much time you keep the button pressed.
So, you'll have to make for example three or two attack animations that require the recoiling animation to be called, and it's command must be the same punch button, but not on press but release.
so, in your charge animation you must put in the chain moves section different frame windows, during wich if you release the button you'll call one attack if you release too soon, or if you wait for the entire animation to play, the strongest version let's say.hope it helps, if it's a bit confusing, i can use an example from my game, in wich i have a move that does what you require.
Greetings!
uh i think i understand but could you show me an example? and thanks
9 2016-08-31 23:05:23
Topic: hold button imputed during or at the end of move/combo for charged mov (3 replies, posted in UFE 1 (Deprecated))
Is it possible to have a charged move input be used anywhere in the chain besides the beginning? Ok example http://www.eventhubs.com/guides/2012/n … gy-guides/ the very first move jann lee's Dragon cannon can be held at the of the end of the input to make the attack even stronger and it causes stronger knock back
10 2016-02-28 13:56:07
Re: Level Design Preparation (7 replies, posted in UFE 1 (Deprecated))
will it be possible to solve this problem with coding?
even slope wont work... may be UFE dnt use rigidbody physics for gravity thats y.
11 2015-08-21 21:36:04
Re: UFE 1.6 Official Release Notes (64 replies, posted in UFE 1 (Deprecated))
please add a dead or alive template for 3d