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I am having issues with re-equipping the holstered weapon.
The weapons are all equipable and swoppable fine. Holstering causes an issue.
Once holstered i cannot bring them back out. The random unused original prefab revolver equips (not used in game).
The weapon still shows as equipped in the Invantory but not equiped.
I just bought Game Creator, shooter and behavior modules.
I´m having a problem when the character draws an weapon, I thought at first it was my custom character problem, but the very same happens with the default character, the problems are:
1) when drawing an weapon, the character legs snap forth and back to it´s original position (I found a dfiscussion about this subject and, to be sincere, I´m not sure it happens with the default character or just with mine, anyway, it was the least of the problems
2) when aiming an weapon, the character starts tiptoeing, walking on the tips of their toes, it´s specially noticeable when moving on ramps or any terrain that is not horizontally positioned.
3) when moving backwards while aiming, the character "moonwalks"
4) when puttiong the weapon back in its holster, the character does not return to it´s original position (but it´s probably my script that is incorrect)
Hello I can not place the revolver in the hand of my player. I followed the instructions you give here, but it doesn't work.
Can you help me please?
I have another concern which is that when I shoot I have a click of an empty weapon but no shoot. I cannot load the weapon. However, I created a trigger on the middle button of the mouse which triggers a reload action. But it does not work.
Thanks in advance.
1. Start the game.
2.draw the weapon as seen in your picture 1.
3.Go to scene view and adjust the weapon so it sees that the player is holding it properly.
4.In the inspector window of your revolver, copy the transform components, or copy each value and paste it in the weapon prefab like below.
The prefab position determines how you hold the weapon.
Hello! I added a new layer and a few extra states in the base layer of my character animator, but after I aim with the shooter module all those animations I added are ignored even tho the parameters are still being triggered correctly, any idea of why this happens?
I can't swop between weapons more then one time.
Say for instance i have two guns. Equip one, fine. Equip the second gun, fine. Now i cant equip the other gun again. They both have The standard little equip E on the image in the invantory as if both equipped.
Holstering and then drawing again bring out the standard revolver from the factory game creator guns list. Which is not in my game. Other guns still both show as equipped in the invantory.
I used RVRs videos again to be able to equip both guns and melee. So a sheath, wait then equip on guns & a holster, wait then draw for melee.
I was having an issue where both a gun and a sword were being equipped at the same time but that has been rectified
I am looking to implament a secondary zoom mode for both normal guns (iron sight mode) and a 2x zoom example mode mode for snipers.
Is there something pre-built into Game Creator or is this an on trigger key enter 'z' you swop to a secondary zoom?
Any advice would be greatly appreciated.
Hello! I'm having an issue on play mode with the camera pitch when using the FPS character. When the camera looks above a certain angle the weapon seems to loose information about where it is anchored to and starts a random rotation (I'll put a video reference).
The strange part is that this random rotation stops when the character is on sight on the editor window. I have tried installing the Shooter module on another empty project but it is the same. It also happens on the example scenes.
For my weapon, I have to set the LowerBodyRotation to 64, for it to look right.
However, when I press the aim trigger, my player slowly rotates into position.
My player should be Locked, Loaded and ready to shoot upon pressing aim, not slowly rotating into position.
I'm looking for a Transition time variable to speed this rotation up, is there any way to do this?
I am wanting to do different damages per weapon, once again RVRs videos have been spectacular.
Currently using his variable damage technique. Having a lot of success.
The issue im having is these actions only apply to the weapon picked up in scene where i can apply them.
Is there a way to utilise these actions on weapons brought at a merchant, pre existing container and enemy drops?
These options all come directly from the item list in Game Creator. Can i add these in the back end somewhere to make them effect all guns?
Any help would be much appreciated
If there is an easier way to apply different damage per gun i would love to know it!
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