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Hi, I have set "Infinite ammo" to true on ammo but it still needs to reload the ammo...
According to document:
Infinite Ammo checkbox tells the Shooter system to skip checking and subtracting bullets from the magazine. However, notice that, because bullets won't decrease, your clip size will never be reduced and the shooter won't ever need to reload.
Just wondering how can I stop the player reloading? thanks.
Currently it doesn't work with FPS arms because it expects a humanoid model.
Please make it work with FPS arms. I don't think it'll be hard. The Weapon and Ammunition objects just need to be more generic. Also, under 3D Model where you insert a gun to be attached to the hand, that isn't necessary, because the 3D Model should be parented to the Main Camera.
The following free asset is really good as it has everything from animations to sounds. It has 2 weapons, so you can set up draw and holster weapons, which I'm having trouble with. I've seen a developer use it in a tutorial video as well, so maybe you can make a video and kill two birds with one stone :) https://assetstore.unity.com/packages/3d/props/weapons/low-poly-fps-pack-free-sample-144839
For the Weapon object, I think it'll be useful to add a "On Aim" and "On Ease" action list like what you have in the Ammunition object.
You are mixing two complete systems. Game Creator requires a certain set up and the example that comes with the package you mention is set up differently. How Game Creator camera works is by copying the Player's position and rotation and transferring that data to the main camera. So, the idea is that the Character/Player moves around the scene, and it's the camera that follows up.
For the hands to point to where the camera looks at, we have created a forward kinematic algorithm that procedurally bends the spine and shoulders of the character. Your 3D model should be a humanoid in order for Game Creator to read each spine bone and apply the correct rotation.
If you want to use a non-humanoid character, you can still do, but you'll have to get creative. You can hide the Player/Character model and use the other package's set up (parenting the 3D model under the camera) but you are not getting access to the Muzzle Component, which is required in order for the Shooter module to know where the tip of the gun is and its direction.
Using a non-humanoid character that requires up/down movement is not doable at the moment. I'm opening a ticket, but it's not something that can be easily changed.
When i try to shoot an arrow, after shooting once, the event gets stuck.
I have the events for ammo where i give the player sufficient amount of ammo.
i am clearly doing something wrong here since the example scripts run just fine.
Can any one help to know the problem ?
The character player single shoot remains selected as below and if i click on play icon beside add action, it executes and i am able to shoot 1 more bullet.
i've asked if i can attach a weapon outside of the established bone structure in gc such as head, right hand etc before and you said no.
now can i revise my question to:
how would i go about adding a weapon to any place in a generic player.
scripting is fine too. can i get a general idea about how to go about scripting and which part of GC i have to modify?
I am wondering, how can I start with the magazine full when I pull out a weapon? The way it seems to work now is that each time I pull out a weapon I need to reload before I shoot and this becomes unpleasant after some time.
Your help would be much appreciated, this is the only inconvenience so far with the Shooter module.
Have a wonderful day!
At some points of my map, my character starts randomly aiming up. A whole map is just a big plane and there shouldn't be anything weird going on in terms of that. I'm using "Aim Top-Down Plane" for aiming, and it mostly works fine except for these few random spots. Any idea what could be going on?
Trajectory aim only draws when charging a shot, not when actually aiming. When trying to use this as a laser aiming system (think resident evil 4) I am unable to do this.
Bonus: A way to add an effect/texture where the trajectory hits would be nice.
I have set up a "Focus shot" where if the player has melee focus on a target, the target is saved in a list variable. If the player shoots in with focus, they enter an aiming state which uses the "AimAtTarget" selection (with the focus target variable set as the aiming target), then the player waits for 0.1s, then shoots and stops aiming. With the Unity error pause turned off, this works perfectly. The issue is that when the error pause is on, I get multiple errors while the player is still aiming.
The error is:
NullReferenceException: Object reference not set to an instance of an object
GameCreator.Shooter.AimingAtTarget.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Aiming/AimingAtTarget.cs:43)
GameCreator.Shooter.CharacterShooter.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Components/CharacterShooter.cs:101)
GameCreator.Shooter.PlayerShooter.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Components/PlayerShooter.cs:17)
When I double click the error message, it opens line 43 of AimingAtTarget.cs.
This error only occurs when using the AimingAtTarget selection. when I use another selection such as aim forward or towards the camera, it works with no errors, but the bullets don't always hit the target. Is there something I am doing wrong, or can the aim at target just not be used this way?
Thank you in advance,
Is there anyway I can custom the weapon scale?
I'm thinking to use the same weapon for different character which they have a different size, but the shoot module only allows to change the position and rotation.
I tried to change the 3D model size, but the module resets the size when I test the game.
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