51

(4 replies, posted in General)

Just like how you can turn on and off damage scaling, is there a way to let a move ignore juggle scaling?

If not, I'd greatly appreciate it in an update in the future, as it would make a lot of my flashy moves connect more consistently if juggle scaling was on a per-move basis.

I'm looking to adjust damage scaling more directly but I can't find where the damage calculations are kept. Does anyone know?

53

(2 replies, posted in Suggestions)

Currently, as it stands, the damage scaling options not very good in my opinion. As I've tested it, damage scaling set to "very small" is too little and set to "small" scales too fast. I'd prefer something between these two options OR maybe a percentage 1-100 damage scaling option to be hyper-specific on damage scaling.

Additionally, I'd like to be able to override damage scaling options on a per-move basis. This way, for example, we can make super moves scale less than regular moves. The only way to augment this currently is to have a move completely unaffected by scaling.

Right now as I understand it, the body collider does two things. It acts as the physical area other characters can bump into, and when other characters hitboxes collide with it, it acts as a hurtbox.

Is there any way to remove the secondary functionality of the body collider? It's preventing some moves to function as I envision them...

This has been a feature that's been requested by my users as it makes running online tournaments much easier. Unfortunately, I can't quite figure out how to get spectating to work online. Has anyone else figured it out? I can't find anything else on the forums regarding this topic.

I believe it is possible through editing the "DefaultCharacterSelectionScreen" script

in the line

if (UFE.gameMode != GameMode.StoryMode && !UFE.GetCPU(2))" just change it to "if (UFE.gameMode != GameMode.StoryMode && !UFE.GetCPU(2) && UFE.gameMode != GameMode.TrainingRoom)

I think that should work! At least, that's how I got it to work, and I don't think you need source to edit that script!

A small, side game I made in about a week is about to release, but I'm already getting criticisms about the fact I didn't setup direct connections online. Truth is, I would have liked to do that, but I don't really have any idea how to do that. If any of you guys have figured out Photon with UFE I'd love some help here!

Edit: NVM I'm good

I've been customizing my UI lately, and for some reason, my pause screen just stopped appearing. The game still pauses, but no menu shows up. I put in a fresh pause menu prefab from a different build of UFE but it still doesn't show up.

Is this a known issue? I'd like some help fixing this if possible...


EDIT: I just now noticed that in my BattleGUI prefab, it was missing my pause menu hahaha. I just dragged it into the slot in the inspector and it works fine now!

59

(1 replies, posted in General)

I figured out a way! I wrote a script that on 0hp the basic move uses a move file, and I just set that move to what I wanted!

60

(1 replies, posted in General)

I've been trying to work on a feature where a custom move will be played when a player dies, but my problem seems to be that for some reason, no matter what I do in the code, the dead player will stay stunned and not go into the move file. Even the debugging info says it's in the move, the player is just stunned.

Can someone help me find an alternative way to do this?

burbwalrus wrote:

It looks like UFE2 broke this solution. Any chance anyone here knows the changed names to be able to fix it?

For MoveSetScript.cs changes, I'm getting this error for each of the four new functions:

" 'CharacterInfo' does not contain a definition for 'currentLifePoints' and no accessible extension method 'currentLifePoints' accepting a first argument of type 'CharacterInfo' could be found (are you missing a using directive or an assembly reference?)"

I'm guessing the name of "currentLifePoints" has changed or is accessed differently in UFE2?

I got the same error. I believe if you replace all instances of "controlsScript.opInfo.currentLifePoints" in your MoveSetScript with just "controlsScript.currentLifePoints" it should work.

Trent-Sama wrote:

When a hitbox is just barely touching the opponent on the right side while they're blocking it seems to go right through and hit them anyways. It happens for almost every move I've tried.
http://www.ufe3d.com/forum/viewtopic.ph … 791#p10791 This is the only other post about this exact issue I've seen but there wasn't a solution there that worked.
I've tried making blockboxes really huge incase they were too small but that didn't work, and I've messed with different options for hitboxes.

In terms of what my colliders for my moves are like, I use no collider type for the blockbox and character hurtbox, and for the hitbox of the move I'm using the hit collider. Should any of these be changed?

Any help is appreciated, thank you!

I had a similar problem with this! I think what was causing this was some character rotation options, look through the global and character options and see if you can fix it through fiddling with those settings!

also, I have noticed that refreshing the hitboxes under the animation tab changes the "blocking" hitbox, make sure that you have the right hitbox selected when you're testing it!

EDIT: also, after re-reading your post I believe you have 2 things backwards, the character hurtbox should use the "hit collider", yet the move hitbox should usually be "no collider".

63

(23 replies, posted in Source Coding)

GriffinSTatum wrote:

I was getting too many errors that way as well, so I had to change the way I approached costume selection and ended up with this: http://www.ufe3d.com/forum/viewtopic.ph … 129#p11129

It's hard coded, so not exactly apples-to-apples to your project, but hopefully it helps get you set up.

Thanks! I ended up figuring it out myself somehow, everything works the way I wanted on the character select screen.

That said, for some reason after all that the cursor placement on the main menu screen doesn't work anymore??? I have no idea how that happened but at least my CSS functions hahaha. I'm sure I'll figure that out eventually

64

(23 replies, posted in Source Coding)

GriffinSTatum wrote:

I haven't figured it out unfortunately.

My current solution was to add Character Files inside of Character Files. I then also added a public integer to allow for someone to enter how many costumes the character has. By doing this, in the OnCharacterSelectionAllowed method, I added a check to see if the character has more than one costume(by checking that public integer), and if so, it then goes into the Character File and loads those as the selectable characters rather than the ones in the Global Editor.

Character Files inside a Character File

The main issue I'm currently running into is getting the Character Selection to switch from the ones in the Global Editor to the ones in the Character File. Once I figure that out, I think it'll be easy from there.

I'm looking to load in characters to the character files, I can't quite figure it out. Since you've already done it, can you share what you did to get it to work? I'm getting some odd errors.

I finally got around to taking another look at this and I think the error I had had to do with my hitboxes being improperly setup for the move. The animation file was much shorter than the hitbox file in terms of frames on my jumpcancel file, a hold-over from when the move was lasting until the character landed.

Shortening the hitbox data to match the animation file did seem to fix the index error, but if it doesn't also solve the main issue I've been having I'll revive this thread with another post!

In my game, I've gotten alternate costume system nearly figured out. The only thing that's holding it back from actually working is the fact that I can't figure out how to get an input to register while on the character select screen that isn't confirm or back. Please help!

Recently while testing, I noticed I'd get an index out of range exception whenever the jump cancel move got called. That probably has something to do with it!

68

(3 replies, posted in General)

Thankfully I found a solution here: http://www.ufe3d.com/forum/viewtopic.php?id=2016

It took me about an hour or two to get all the files updated, but everything works in that regard.


My current issue is that my game's input is completely broken. I was using cinput in the past and that says it's still installed, but nothing I press seems to do anything anymore.

I know it's not an issue with the game because I can load into a match with CPU controlled characters and it works fine for the most part.

69

(11 replies, posted in General)

I think I'm having the exact issue that's stated here, but may I ask where about should I be looking for these data files? I can't quite find the ones being talked about here

EDIT: I found it in another thread, it's the .asset files, not anything close to the .dll where I was looking hahaha

70

(3 replies, posted in General)

I cannot stress this enough, I really don't want to have to re-do EVERY single move, EVERY hitbox for EVERY character. Is there some way for the files to retain their information when the new script is applied? Please let there be a way...

EDIT: I somehow managed to get the global config file to use the new script without wiping it's data, but it was a fluke and I can't seem to replicate it with the other file types. This is very frustrating...

71

(3 replies, posted in General)

I'm replacing my Engine folder with the folder from source, but all of my UFE files break and need a script to be attached. Not only that, but all of the data within the UFE asset files (character/move/hitbox/etc) get completely wiped upon adding the script.

Is there a tutorial or something about upgrading from pro to source in a way that won't result in having to remake my game? It would be greatly appreciated.

The problem doesn't go away until the affected button is pressed again. I don't think it's particularly an air move, it's just whatever gets chained into my jumpcancel move that gets stuck. Maybe it has something to do with chaining into a move that only uses direction inputs? idk

I think internally something is getting stuck like "buttondown = true" or something, I'm not sure.

To be honest, I'm pretty sure I could go into source and just set the values of buttons being pressed to false during my "jumpcancel" move, but I don't exactly have source yet so it's just a pain right now...

FreedTerror wrote:

So you trying to chain launch>jump>do another move (issue with input on last move)? If so is the move your chaining into from the jump have up on its input?

Actually, the "jump" move doesn't have anything that chains out of it. it's only 6 frames long so the player naturally goes into an airborne state once it's over.

FreedTerror wrote:

I'm kinda confused as to what the issue is exactly, default execution timing could have something to do with you issue but that should only apply to moves that use a button sequence. What is the use case your going for here? Can you give me specifics on what your trying to do?

It's surreal, I still don't know what the specific conditions are, but here's what I did and what I DO know is happening:

I wanted to be able to jump-cancel moves, so I made a small 5-frame long move that consists of a jumpsquat and then some self-applied forces. I then chained my "launcher" moves into this move. The move is inputted by pressing "Up"

For whatever reason, about 5% of the time a move is jump canceled the button used for the move seems to be held down internally.

What this means is if I have a move that has a 2 button input where one of the buttons is affected by this bug, only the other button will be needed to be pressed.

I will say that this bug lasts until the affected button is pressed again. After that it's back to normal.

I honestly have no clue where to even look for an issue. at first I thought it was due to the buffer overlapping or something, but even when I made the jumpcancel move longer it still didn't seem to do anything

I thought I'd finally try implementing online, but the entirety of this prefab does not work. Not only do the "host game" and "join game" buttons not work, but the "back" button isn't working either.

There's likely a simple solution to this, but I can't quite find it myself. Please help if possible!