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I am working with the melee and stats modules. I have my dodge system set up such that players orbit around the other one about 90 degrees. I would like to have it so that if the dodge was performed perfectly the player instead orbits behind the player. Is it possible to have some sort of perfect dodge system set up, similar to the perfect block? is it possible to set a condition to play a perfect dodge action, assuming the button was pressed at the right time in reaction to the enemy?
I'd like to ask for...not as much of a question and more of an advice. I have all the game creator modules and I'm trying to create a combat system with multiple enemies attacking the player at once. Most of what I wanted to do works, only one thing remains.
Right now, the enemies are swarming the player's position but only from the front and when there are more than 2 enemies, the others are standing behind them and are unable to reach the player. Is there a way to make them attack the player from multiple angles?
And when I'm writing this, I have a second question. Is there a way to make the enemies ignore the hits from each other? I want them to be able to attack the player and receive attacks from the player but, at the same time, being unable to hit each other. Not damage wise, cause I have that, but more so the "hit effect" animations. Their weapons need to cause the player to stagger but not the other enemies.
I'm not good at explaining to I hope you understood me.
Hi guys, I have setup a melee weapon - a baseball bat. On the baseball bat weapon properties, I have assigned a sound clip to the "Audio Impact Normal" field. Now, when my player swings the baseball bat and hits an enemy, I expect it to play that sound. But no, what happens is that the sound is played when the enemy strikes me, and he's not carrying a baseball bat! Is this a bug, or am I not understanding how this is supposed to work?
This is my first message here, so thanks for the game creator.
I'm new on unity and the game creator, I think it's very simple but how can we have a weapon always equiped by default (to receive damages).
I can give a weapon at the beginning of the scene but then when I equip another weapon and I un-equip it I find myself without a weapon to receive damage.
Null Exception randomly occurs on perfect block/parry.
NullReferenceException: Object reference not set to an instance of an object GameCreator.Melee.CharacterMelee.LateUpdate ()
This happens due to ComboSystem not being able to get the current clip from combo system.
What I also noticed is that right before this happens, a Stop method in ComboSystem has been executed, that sets the currentCombo entity to null.
Is this normal? But when I change the model for the characters, the weapon doesn't fit the hand. It's set perfectly on the default character, but adding new models, they are off.
Is this normal? I thought the position where the hand would be for Point A was supposed to be where the hand was to attach, and this would be consistent for all models.
How do I solve this?
I add an action to the 'on hit' or 'on execute' field of a melee clip and it adds it to multiple melee clips automatically. then i try remove it from the other melee clips and it removes the action from all of them.
im not sure if this is a bug or if i do not understand its purpose. it seems like a bug.
====EDIT seems like only the ones that i duplicated to create a new clip have this problem. i will create them from scratch from now on. I assume this is that functionality of GC and copying things.
When I apply Camera Burst Shake or Camera Shake Sustained to MeleeClips, changing the parameters do not work. Whether that is duration, magnitude or roughness...etc.
It just remains as the default settings.
Can you help me with this?
PS: In case this is the way I have it, but I have the camera following the player as a Third Person Shooter style.
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