Topic: Projectile animation image

I would like to set up a Projectile occurrence for a character.
(Projectile assumes animation with multiple images.)
so, the Projectile file specification seems to be Prefab format based.
I can prefab it with a single image, but  .anim- file can't drop into the hierarchy window.

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Re: Projectile animation image

You want a projectile prefab with a sprite animation? I've done those.
All you need to do is attach an animator and a sprite renderer.
The controller should be the one from the animation you create.
https://i.imgur.com/PvsnyNQ.png

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Re: Projectile animation image

After test play,
I was able to generate animated objects with the Move-File I set up.
Thanks a lot!

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Re: Projectile animation image

Thanks for your help, I was able to attach the object to the operation.
So, I went through the projectile settings and couldn't find some of the details.

A) Select whether the object to be generated is in the front / back depth from the character's point of view.
(The projectile has priority over the character, or not priority)
B) Synchronization setting to have the generated projectile always follow the originating character (like VT2 in SF5-Menat).
C) Can a projectile change to another projectile, other than by an attack hit (Impact)?
(like a character's Chain-Move, on landing or over time?)

Where can I find the commands to set these up?

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Re: Projectile animation image

A. If using Sprite Renderer you can use order in layer to appear in front or behind.
https://i.imgur.com/5vGm1zZ.png

B. Unfortunately sticky projectiles aren't supported in out of the box, code changes are required to do that.
http://www.ufe3d.com/forum/viewtopic.php?id=3301

C. Not exactly sure what you mean, projectiles are pretty limited in what they can do out of the box.
Can you give an example of what you want?

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Re: Projectile animation image

Thanks.
I'll be able to display the depth soon.
but, Sync-projectle on the back burner for now,

Right now, I'm working on a character that handles firearms.
In my envisioning, a grenade that will not detonate in the air, but will detonate when grounded.

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Re: Projectile animation image

You probably want the detonation to have a hitbox. That's not supported by UFE out of the box unfortunately.

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Re: Projectile animation image

Is that true?
Thanks for knowing this earlier.
Is it possible to do that by using the program-code, you wrote before?
Or if we wait, will it eventually be added to the UFE2 feature in an update?

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Re: Projectile animation image

Yea projectiles are pretty limited with what they can do out of the box, waiting for an update or learning how to code the behavior for yourself or finding someone who knows how to code it are your options.

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Re: Projectile animation image

Is there a website that explains the use of UFE2 and program code together?
If not, I've already given up and compromised on the complex projectile.

I would like you to tell me in your sense, do you think these will be updated?
If so, how long do we have to wait?

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Re: Projectile animation image

If your talking about learning how to code from scratch, I learned how to do it because I wanted to create some pretty complex systems, it took me about 6 months to get pretty good at it.

A user named @MrPonton has some really good posts and some of that users posts really helped me get started with coding with UFE.

I think once the creator of UFE is less busy he will focus on updating UFE 2, lets be real he has a job and can't focus full time on UFE 2 and updating code can be a time consuming and difficult process especially with the complexity of UFE 2's code.

Once I'm done with some of my coding projects I'd like to look more it projectile code, you can find some good posts on projectiles in source coding.

I'd say we shouldn't expect an update any time soon.
I would however maybe expect an update later this year.

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Re: Projectile animation image

That was very helpful.
I'll try to make a compromise for a year for now, then I'll figure out what to do with it then.

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