51

(4 replies, posted in General)

What slider do I set to zero? there are many sliders in many sections of the AI editor. I tried Directional Padding. it was already set to 0.08.

Can you show an example, please? What event will I need to do this?

53

(4 replies, posted in General)

Hello. Fuzzy AI in my game has very fast crouching.

This is a problem because the AI can dodge projectiles a speed that a human can't do.

I want the AI's crouching speed to match that if a human who would use a game controll.

How can I reduce AI's crouch speed?

Hello,

I'd like to know how I can have a text alert when the Super Meter (Guage1) is full.

Thank you

55

(13 replies, posted in General)

Create animation files (and hotboxes) for both forward and backwards crouch walking.

Create move files for both forward and backward crouch walking; modify the x axis for Applied Force for both files.

Also make sure your inputs point to down right and down left the respective move files.

Hello:

Trying to make a universal guage drain to work. Some instances I want the Guage 2 to drain after being hit by a projectible. There's nothing available in the Editor yet for it.

I tried to modify this code in ControlsScript.cs but it didn't work. Please advise.

   public void DoFixedUpdate(
        IDictionary<InputReferences, InputEvents> previousInputs,
        IDictionary<InputReferences, InputEvents> currentInputs
    )
    {  

      // Gauge Drain
        if (gaugeDPS != 0)
        {


           UFE.p1ControlsScript.currentGaugesPoints[1] -= (1000 * (gaugeDPS / 100) / UFE.config.fps) * UFE.timeScale;

           UFE.p2ControlsScript.currentGaugesPoints[1] -= (1000 * (gaugeDPS / 100) / UFE.config.fps) * UFE.timeScale;

        }

}

57

(13 replies, posted in Source Coding)

@FreedTerror. Can I put this is a character's prefab? I just have too many particles to put this script in each and every one of them.

58

(13 replies, posted in Source Coding)

Where do you place this script? And each particle?


FreedTerror wrote:

This one pauses particles

using UnityEngine;

public class UFE_2PauseParticlesHandlerScript : MonoBehaviour
{
    public ParticleSystem myParticleSystem;

    // Update is called once per frame
    void Update()
    {
        switch (UFE.isPaused())
        {
            case true:
                myParticleSystem.Pause(true);
                break;

            case false:
                switch (myParticleSystem.isPlaying)
                {
                    case false:
                        myParticleSystem.Pause(false);
                        myParticleSystem.Play(true);
                        break;
                }
                break;
        }
    }
}

59

(2 replies, posted in General)

I hope this can help. http://www.ufe3d.com/forum/viewtopic.php?id=3963

60

(1 replies, posted in General)

There's a tutorial for Control Freak for UFE on YouTube https://youtu.be/ypVXgfwBm8c

I'd like the ability to increase the aggression level of the CPU AI when the battle goes into later rounds or when the AI's health meter reaches 50%.

The Assist Character(s) dissappears after the round ends instead of just running away. Where in the code can we just force the assist character to leave the stage instead of just dissapearring when the round ends?

@FreedTerror: Yes, considering that I made adjustments in the Camera settings in my UFE config Editor. I unchecked "Enable Look At" and made adjustments in "Maximum Player Distance"

This past topic helped me out.

http://www.ufe3d.com/forum/viewtopic.php?id=3705

@FreedTerror1: I dragged the game object BluetoothJoinGameScreen in the button's OnClick() area in the Inspector area and there is no function for anything related to Refresh.

JoinGameScreen.cs has a function called RefreshGameList(). Something similar doesn't exist in BluetoothJoinGameScreen.cs

@FreedTerror: That worked! Thank you!

Modifying stage boundaries don't work. I get the same issue of not being able to extend to the edge of the left or right corners of the screen.

Function for the Refresh button on BluetoothJoinGameScreen.prefab is missing. I downloaded the last UFE 2 version and still no luck.

https://ibb.co/0C3kQCZ

https://i.ibb.co/YcG6bc8/Bluetooth-Bug-Help.jpg


Does Bluetooth work out of the box for UFE 2?

I installed "Bluetooth Networking for iOS, tvOS and Android" from the unity asset store in my project.

https://assetstore.unity.com/packages/t … oid-124274

This is what I mean.

The characters can't go beyond the yellow barrier. I want the characters to go all the way to the edge of left side if the screen.

https://ibb.co/x6KnV5n

https://i.ibb.co/DQPB3KB/Corner.jpg

Yes I am

@xFTLxKingPhoenix: How do I add movement to the animation? Is that a Unity specific thing?

Assist character doesnt leave off screen when players are in the corner.

When they try to leave the screen when the main characters are in the corner, the assist just run in place until they disappear.

I want assist characters to run beyond the stage barriers when they finish their attack move and try to leave the stage.

73

(0 replies, posted in Source Coding)

I'd help for the AI to detect that they are in the character so that I can program them to fight out of escape the corner.

Is there a way to extend corners to the edge of left and right screen?

I tried making adjustments to edges of stages through UFE editor but the characters still can fight to the very corner of left and right side of screens.

75

(1 replies, posted in Source Coding)

The way I do it for my game is to add the beam prefab in the Partial Effect section of the move editor and create a transparent prefab and put it in the Projectle section of the move editor.

And I sync the prefab frames between the Particle Effect and Projectile.

Another (better) idea is that you add the beam prefab in the Projectile section, set the speed to 0 and don't had colliders to this prefab. And create transparent prefab and set it as another Projectile. Set the speed and colliders as you wish. Make sure you sync the two frames too.