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If I load the last save, or load scene B from scene A, the weapon trigger stops working. The reload trigger works, but no charged shot will start. I switched to 'disable charged shots' but the trigger still did not work. The pool of projectile objects don't load.
I have tried adding the start and execute charged shot triggers to the weapon prefab, to the player, or just in the scene, but nothing changes.
My player character is in each scene in a prefab with the camera and camera motor, and the player has player shooter, player equipment, and a player hook.
This is the way the ammo is set up:
How do I make sure the trigger saves correctly? I will try to see if it works when not using projectiles, but I would really like to keep it this way.
Do the standard models have the ability to hold a two handed weapon, i.e. an m16 one hand on the trigger one on the underbarrel or is this a custom animation that would need to be added by me?
i can use a game object in the scene while making an on shoot animate trigger.
but i can't use the same game object within the ammo on shoot parameter.
is there a workaround to this?
i have a quadruped with a weird rig structure.
is there a way to attach a weapon to a specific bone?
i tried to rename a joint "head" to attach there but no dice.
how would i go about this?
In FPS mode I want to have arms and weapons always in view (I.E) fallout. I understand you can skip 'At Ease' when drawing weapons. This is from what i have read on here, and have arms always aiming. Any chance you could give reference to the video showing how this is done?
Skipping at ease will bring them on screen, is it possible also offset them to the right? Example below
My understanding is you can also attach a secondary camera to the sight of a rifle for a secondary zoom level for scopes?
Any info would be greatly appreciated.
is there a way to stop weapon shoot? i want that if i have gun in my hand and i open the Inventory UI and click anywhere it fire bullet once and then drop the weapon. But what i want is that when i am in inventory UI area it should not fire at all. but when i am outside the area of Inventory UI it can fire. will it be possible to do that with any trigger?
Starting with Shooter Example 6, I changed the enemy's Add ammo to arrows and Draw to Bow in Trigger Start actions. The enemy aims the bow, but does not draw the bow, no arrows appear and the player is never hit. Please advise on what I'm missing in setup.
I am using the Shooter add on and its great but is there any way to add an impact, if i shoot the wall can i get a bullet hole decal. or if i shoot the AI small blood effects on top of the impact particle effect ?
I'm trying to call a condition under the "On shoot" but when pressed, it lists nothing.
Doing so in an active game object works fine, afaik.
Is this not an option? maybe due to scriptable object limitations? is there a work around for this?
I want to know how to set the flying speed of the bow and arrow. I haven't found how to set the flying speed of the bow and arrow all afternoon. I need help ...
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