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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  • #36453

    prime
    Keymaster

    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

    ————————————————-
    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.

    #36566

    kilik
    Participant

    little 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);

    }
    }

    #36567

    kilik
    Participant

    i 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)

    #36573

    prime
    Keymaster

    @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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