You are welcome … I was not pointing you … just thinking that there are a lot of users and a part of them are more hobbyist or amatorial … anyway … with next release Unity is going to release API for NavMesh so maybe it’s not anymore important integration with Apex or A* …for AI i think that can be even more than keep health updated …for example with ICE I would like to use that to “drive” Meel Invector Enemy using all the nice feature in combact style …
Anyway . have a great day or evening ) … cheers,
I have on the previous version, and am half way done on the huge 2.0 update but pneumonia has slowed things. I have also added Duel Wielding, Sword and shield (with shield attacks), and have put about every class of melee weapon for a test, including claws, whips as well as various Polearms, and 1H and 2H versions of axes, maces, hammers, swords, etc, and even a giant 2H war drum as a joke for a friend. I can confirm it works, but you need animations.
You will need to put in a 2H idle animation (same with duel wield). Most movement animations like jump look fine with a 2H sword held in 1H, but what you don’t like you will have to find a decent replacement animation. I used Maximo’s 2H animation set when the animations were free on their site before adobe took over. If your good enough you can convert legacy animation’s on some less expensive assets.
Whats really interesting is that when you process a weapon with Invectors stuff (It adds the scripts, and it’s a huge time saver), it has a “weapon ID” so you can individually set weapons to use specific sets of animations. This allows you to seperate axe’s animations and swords, but also you can make one for light 2H swords like a bastard sword, and some anime style oversized super heavy 2H sword so they feel differn’t. From their you can control the weapons default hit recoil (The animation that plays when the enemy gets hit) and then you can further fine tune those per animation so you the last hit can knock them back farther, or make a weak attack in the combo feel weaker. That’s pretty much how Invector designs things. It’s well thought out, easy to use, and is always extremely flexible.
Ohh right, I also didn’t know that APEX was path finding only… in that case, our AI is really not ready to receive any path finding I guess and we never try out mostly because the AI is not the focus of the template, we only add it as a bonus and got excited with the results. But the code is really depending on the navmesh and some navmesh features.
Thanks for your clear answer …looking forward shooter template ![]()
Just bought this pack and I really like it. Good stuff. Is there a tutorial for setting up non-humaniod characters?
Has anyone done a Rewired integration yet?
Unity 5.4.3 (windows). Melee Combat v2.0c and Rewired 1.0.0.109
I just started looking at doing a Rewired integration myself but I wanted to check if anyone was already had something working.
The source file I just started looking at is Assets\Invector-3rdPersonController\Melee Combat\Scripts\CharacterController\vMeleeCombatInput.cs. Do I need to look at any other files like Assets\Invector-3rdPersonController\Basic Locomotion\Scripts\CharacterController\vThirdPersonInput.cs also?
I also see a vInput.cs file \Assets\Invector-3rdPersonController\Basic Locomotion\Scripts\CharacterController but that does not look like I need to make any modifications there.
The character controller is currently using Humanoid rig only, but you can use generic models using other AI solutions like ICE or PlyGame.
I remember that someone did this integration before, basically you will need to modify the methods of input from the vThirdPersonInput and if you have the Melee Template, vMeleeCombatInput
Kia ora
I came back,… Having another go at getting a world built. created a brand new project and WOW if it’s not he same old old same old Unity 5.4.3f1 (64-bit) I didn’t even get a Invector menu in Unity 5.5.0f3 (64-bit).
Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(4,27): error CS0234: The type or namespace name Utility' does not exist in the namespace UnityStandardAssets’. Are you missing an assembly reference?
I went to redownload that standard assets and I have NO option to download them, only: Assets > Import Package > Custom Package. So sorry I don’t know where to go to fix this now they changed everything
Hmm as you can see the path goes into the FirstPersonCharacter from the StandardAssets… so I’m not sure if the template has anything to do with this error… it would if we have a Utilily namespace but I ran a search here and didn’t find one. But I’m pretty sure that you may have a duplicated script on your project… try make a search for Utility and see if you have two of them
Thanks for this. I am using ORK as well I attached an equipment viewer to the equip point on the right hand. Once equipped, during runtime the sword attaches to the hand, it doesn’t switch to the melee stance. I used your old script for 1.3 and it worked like a charm. I was trying to upgrade to 2.0, but cannot get the new script above to work.
Hi, I’m using 2.0 and it works fine for me. Are you getting any errors?
No errors at all.
Hmm. Not sure. Have you checked the obvious such as the script is attached to the weapon prefab and that the weapon is set up to use the animation set you want? Other than that, I don’t know.
Getting this error:
NullReferenceException: Object reference not set to an instance of an object
EquipControl.Update () (at Assets/EquipControl.cs:19)
Oh, I know what’s wrong! It supposed to be attached to the player NOT the weapon. I totally screwed that up in the post. Sorry about that.
Awesome! Working great, much appreciated drewradly.
How is the shooter pack going? Do you think we can get our hands on it before march or can you release a beta and everyone helps you fix bugs?
Oh I forgot to post here, last time I checked gifs didn’t work so take a look on the vForum
http://invector.proboards.com/thread/180/preview-shooter-template

Yeah we’re thinking on release a beta first on the asset store, instead of a full release
the core code is very functional and pretty stable, the only problem is Animations, our freelancer 3D animator is busy until march and we didn’t find anyone that could replace him yet
Hello all, just wanted to point out again, you should really check out the personal forums of Invector : http://invector.proboards.com/
Its full of helpful community members who are constantly raising the bar on this package by including Add-Ons, script snippets, and just general knowledge on the system and how it works.
here are just a few of the Add-Ons available and in the works (sorry some shameless plugs of my own in there)
Chronicmans RPG Pack
and his Achievement Add-On
jgirouxs All Vehicles Controller
nerdares Survival Kit
sjmtechs FirstPerson Camera add-on
and a lot more. So if you are an owner of Invectors controller, you are not doing yourself any favors by not taking a peek at those forums.
or if you are just thinking about purchasing, head on over and come talk with us, we can maybe help you make a decision. We don’t work for Invector we are just all users passionate about their work, so our answer will be honest and upfront.
and holy hell, the shooter template…looking so so so good…
when will be Diablo style
