News › Forums › Sentio Characters › Release Notes › Sentio Darkness Warlord v1.1 Mar 02, 2022
This topic contains 3 replies, has 2 voices, and was last updated by prime 2 years ago.
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March 4, 2022 at 10:25 am #36453
Sentio Darkness Warlord version 1.1 Release Notes
————————————————-Sentio Characters are a new line of fully-rigged AI-driven characters that can be rapidly added to any game.
Visit http://rivaltheory.com to learn more, or go to http://rivaltheory.com/forums with questions and comments
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Changes:Updated Darkness Warlord behavior trees to match RAIN 2.1.10 namespaces
Updated Creature Pack code to match common code across Minotaur and Necromancer
Updated animation state machine and behavior tree for smoother/faster attack transitions.
Upgraded locomotion for better looking strafes and off-speed movement.March 10, 2022 at 2:41 pm #36566little start controler
using UnityEngine;
using System.Collections;public class Player : MonoBehaviour {
public Animator meca;
public CharacterController cara;
public float Atk_speed;// Use this for initialization
void Start () {meca = gameObject.GetComponent<Animator> ();
cara = gameObject.GetComponent<CharacterController> ();}
// Update is called once per frame
void LateUpdate () {bool satk1 = Input.GetKeyDown (“f”) ;//;|| ETCInput.GetButtonDown (“atk”);
bool satk2 = Input.GetKeyDown (“g”);// || ETCInput.GetButtonDown (“boost”);
bool satk3 = Input.GetKeyDown (“h”);// || ETCInput.GetButtonDown (“boost”);bool atk1 = Input.GetKeyDown (“j”);// || ETCInput.GetButtonDown (“boost”);
bool atk2 = Input.GetKeyDown (“k”);// || ETCInput.GetButtonDown (“boost”);
bool atk3 = Input.GetKeyDown (“l”);// || ETCInput.GetButtonDown (“boost”);
bool atk4 = Input.GetKeyDown (“m”);// || ETCInput.GetButtonDown (“boost”);
//bool right = Input.GetKeyDown (“d”)|| ETCInput.GetButtonDown (“droite”);float h = Input.GetAxis (“Horizontal”);// + ETCInput.GetAxis (“Horizontal”);
float v = Input.GetAxis (“Vertical”) ;//+ ETCInput.GetAxis (“Vertical”);meca.SetFloat (“Speed”, Mathf.Abs (v) *5);
meca.SetFloat (“AttackSpeed”, Atk_speed);
meca.SetBool (“RangedAttack”,false);
meca.SetBool (“DoubleAttack”,atk1);
meca.SetBool (“DoubleAttack2”,atk2);
meca.SetBool (“DoubleAttack3”,atk3);meca.SetBool (“Roar”,false);
meca.SetBool (“Strafe”,false);meca.SetBool (“SingleAttack”,satk1);
meca.SetBool (“SingleAttack2”,satk2);
meca.SetBool (“SingleAttack3”,satk3);Vector3 euler = transform.eulerAngles;
h = h * Time.deltaTime * 180;
transform.eulerAngles = new Vector3 (euler.x, euler.y+h, euler.z);
//meca.SetBool (“Dead”,false);cara.Move ( transform.forward*Time.deltaTime* v*2);
}
}March 10, 2022 at 3:05 pm #36567i have try change model i got this
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Graphs.AnimationStateMachine.TransitionEditionContext.BuildNames () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/TransitionEditionContext.cs:44)
UnityEditor.Graphs.AnimationStateMachine.TransitionEditionContext..ctor (UnityEditor.Animations.AnimatorTransitionBase aTransition, UnityEditor.Animations.AnimatorState aSourceState, UnityEditor.Animations.AnimatorStateMachine aSourceStateMachine, UnityEditor.Animations.AnimatorStateMachine aOwnerStateMachine) (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/TransitionEditionContext.cs:28)
UnityEditor.Graphs.AnimationStateMachine.AnimatorTransitionInspectorBase.ComputeTransitionContexts () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:125)
UnityEditor.Graphs.AnimationStateMachine.AnimatorTransitionInspectorBase.OnEnable () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:87)
UnityEditor.Graphs.AnimationStateMachine.AnimatorStateTransitionInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:55)March 11, 2022 at 7:41 am #36573@kilik -
Can you please move your discussion over to the troubleshooting area? This forum post is for release notes. The admin tools don’t let me move the discussion directly, so I’m going to suggest that you create a new topic under General Discussion and Troubleshooting.
I’ll give you a day or two to copy whatever you want from this post and start a new one, then I’ll be deleting your posts from this release notes topic.
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