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I have an action on a melee weapon that should only be executed on hit, but its behaving as if its ON execute.
For example, on hit it should take away health from the player, but instead, it takes away health even at a far distance, as if the action is on execute.
I'm not sure if there's a way to do this already, I've tried experimenting but couldn't figure anything out so far.
Maybe you guys could implement a lock on by distance in the melee module, it would be useful for multiple enemies.
It may sounds obvious, but how do you do to set up the death of an enemy, or the Player, in your projects ?
Knowing that I want to keep the corpse (not destroy it) but I'm not using Ragdoll, since I far prefer to play an animation which sounds more natural to me.
Now, I have issue with my Player. When he attacks me and bring my life down to zero, a "death" state is played, the Player is not controllable anymore and a Game Over scene is about to load slowly. But if the enemy continue to attack me after I'm dead, my Player will stand up again, I don't know how to avoid that.
Same goes with the enemy's death. Using Melee, how can I play a "death" state and make him not moving anymore when his life is down to zero ?
Thanks for your help !
I know. It's weird. But can the Melee module be useful even if we don't use any sword? For example, a zombie who attacks with his hands?
You could create an empty object with no prefab, and then just a box or sphere for the hit markers. Add in animations, and you should be good to go. Something similar is done with creating a blocking state for a shield.
I'm using the melee module, and was wondering if there was any way to add a delay for the attack sound? I could edit the files themselves either manually or with a python script, but before I do that, is there some way to already do that? Or perhaps add it in through editing the MeleeClip file itself?
I am still trying to kill my damned spider. So, is GC totally not suitable for non-humanoid characters? Or is there some alternative function/condition/trigger setup I could use to effectively kill my spider enemy when its health reaches zero? I don't need the model to ragdoll because I already have a die.anim. I just need an "isdead" type function or functions that will release the target from all control and just leave it......dead! This is very frustrating because spiders are an integral part of my game. Please help!
My apologies if this is more of an Idea, than a question.
I'm needing to use the Focus Target's position (When player is focusing on the target) and move my Player towards target, when I trigger the action. Is there any way to do this currently?
On the MoveCharacter action, it would be great to have "FocusTarget" as one of the options with "Position,Transform etc."
Or just be able to have the FocusTarget's GameObject as a Local or Global Variable to drag into Actions.
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