Change the currentGauge(?) variable to an array of size N, where N would be the number of gauge bars your character would have (gaugeBarCount, for example: in character file). I believe you would like to change maxGauge(?) as well in the same way.

Upon starting the round, when currentGauge recieves the value from maxGauge, it is necessary to have a loop setting the values in the respective positions for each gauge bar value.

On the move file you would create a new variable to decide wich gauge bar it is going to use(gaugeBarNumber, for example).

On the functions AddGauge and RemoveGauge (and any kind of validating functions) you would add a new parameter that would be the gaugeBarNumber to decide from wich gauge bar it would subtract.

I hope that helps.

You would have to create an "ammo gauge" then.

It would work as the main gauge bar, but for specific moves.

3

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

I believe you would need the source or bundle version to do this.

You would have to play the cinematic outro move, or create a new type of move to play only on round endings.

When he shoots a bullet, make it take a specific amount of gauge. Set the "reload move" to recover a specific amount of gauge on cast.

Hope that helps.

5

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

You would have to check where the code for the character prefab (alternative prefabs) change is used. I haven't worked on my projects for a while now, so I can't say for sure.

6

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

Yup. Look for Cinematic Intro: www.ufe3d.com/doku.php/character:movesets?

You would need to create a move with a cinematic option and place it on your character file.

Check Legacy Mike's moves.

7

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

As UFE is until now you can't. Unless you have the source or bundle version.

If you do have, it would be necessary to change the gravity and ground friction to be per stage instead of global.

8

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

From your other posts in the Source Code section I believe ou have the source version of UFE.

You'd need to create a variable on your move file. Something like isFinisherMove.

When that variable is true, on the last frame of the move, you would call a function(to be created) that would move them to the round start position.

9

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

You would have to code the game to pick character files instead of characters prefabs.

I believe you would have to model and animate them together before importing to unity. That way they would behave as one character.

MrPonton wrote:

What if you utilize the charge timing system?

Set the Move to be a Charge move.
Set the Charge Timing to be the smallest amount allowed.
Set the Guage Boost to go up by the amount in that small time frame.

Additionally, maybe do a Move Link to the same move? (So that the move can be an endless loop until the buttons are no longer being held down)

That's more or less one of the options I had in mind, but I still think it will be necessary to press the button multiple times.

I have put aside my project for a while so I'm a little rusty. That said, I'm not sure if this will work, but you can give it a try. If you have the 1.8+ version there is a "gauge drain" option I believe. You can set that to a negative value so it would fill up your gauge bar instead of draining it.

I don't believe just holding the button would work(as UFE is at this moment), you would have to press it a couple times. Maybe you could configure to hold the button and the "power" would only come at the end.

13

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

Robot Kyle uses mecanim animations that can be shared with other mecanim characters.

Did you add the move to the character's move set? I have forgotten to do that sometimes =P

15

(152 replies, posted in Showcase)

Damn, THAT'S some detail.

The fuzzy AI does not require coding, just configuration. You can check the characters that came with UFE, they have AI files in them.

Tutorial: https://www.youtube.com/watch?v=AX-DlMuZx6s

Documentation: http://www.ufe3d.com/doku.php/ai:start

I suggest you use the Fuzzy AI (if it is avaliable to you) and change de desirability of the move you want it to execute more.

18

(152 replies, posted in Showcase)

Then, like I have said before, it is beyond my capabilities.

I hope someone else with more experience in UFE might be able to help you.

19

(152 replies, posted in Showcase)

KRGraphics wrote:

So upon further testing and changing the animation, the problem still exists. I created a new animation called Stun Faint and reduced the force on the jab and the character still flies into the air at KO... this is not making any sense sad

http://i.giphy.com/26DMe0JgA2jgQUaHK.gif

WTH.

I forgot to ask if there is any opponent override on the move as well. Maybe it is trying to force the enemy into some kind of knockup through the apllied forces or even the move speed.

20

(152 replies, posted in Showcase)

Ok, so the problem that persists is the one where your character dies from a simple jab and dies?

Is the animation in this gif:

http://i.giphy.com/3o7TKxMkPrn05LpeMw.gif

the Blading Cutter?

Because if it is not, you need to zero the Y force on the move that is hitting the character.

If it is, I have no idea of what is happening there and ask for the help of my fellow UFE users and even MMind.

The problem might be simple, but since it requires lots of configurations in global options, character animations and move options it is hard to keep track of everything.

This is my input on this matter.

21

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

There is an unnoficial 3d mod for UFE made by Steviebops though: http://www.ufe3d.com/forum/viewtopic.php?pid=191.

I don't know how is the development/adaptation work for the latest version.

22

(152 replies, posted in Showcase)

Send me some prints of your move configurations and a .gif of your default fall down animation please.

23

(152 replies, posted in Showcase)

I can only see a solution that involves coding.

If you try to approach this with override, all moves would need to have an override option and would send the character to the ground (Not desirable at all).

Using a Y force on all moves would have the same result.

If you have the Source or Bundle version you would have to check at what point the character is reset to the standing position and include some code that will make him play the Stand Up animation.

I might have some time this weekend to look int this. Unless you want to try it yourself and post it here beforehand.

24

(152 replies, posted in Showcase)

Ok, I have checked out the code looking for the Stand Up animation problem.

There are only 2 ways in UFE that will send the character to the "Down" state (only way to trigger the Stand Up animation):

1 - Opponent Override; and
2 - Force applied on the Y axis.

I have tested the value 0.0001 on the Y axis of the: Move>Active Frames>Force Options>Opponent, so I believe this will work for the real world scale that you are trying to achieve.

I believe you can have any value that is higher than 0, as small as it might be (0.0000001 for example, might still work, but since I haven't checked the variable size I can't confirm =P).

I was able to correct this after debugging the code. To solve this problem go to GlobalEditorWindow.cs and look for:

if (!globalInfo.debugOptions.startGameImmediately)

Change it so it looks like this:

if (!globalInfo.debugOptions.startGameImmediately && !EditorApplication.isPlayingOrWillChangePlaymode)

The problem was that the editor was setting valuable ingame variables to null, like this:

globalInfo.selectedStage = null;
globalInfo.player1Character = null;
globalInfo.player2Character = null;

This was cause both CameraScript.cs and DefaultBattleGUI.cs to have problems when doing ther Update/FixedUpdate.

That's it, hope it helps someone.