Recent content by Justin

  1. Justin

    Using Item Abilities Simultaneously

    I looked at your project and the reason why it's being triggered is because the slots are being force updated, due to this comment in SimpleBaseTrigger.StartItemUse: I'll get more info from @Sangemdoko on if he remembers why it was set to true.
  2. Justin

    Unity 6

    We don't have anything explicitly planned. It will be supported by all of the assets when it is out of beta.
  3. Justin

    A Star Pathfinding Integration

    There are completely separate tasks for A*. If you are getting errors about it referencing the navmesh then you are using the original Movement Pack tasks, and not the A* tasks that you downloaded with the integration.
  4. Justin

    Using Item Abilities Simultaneously

    It sounds like one of your abilities is changing the value for the slots. In the demo scene when I use dual pistols and fire the left pistol on Slot1ItemStateIndexChange gets set to true. I'll tag @Sangemdoko to see if he has any tips for how to debug this other than to insert breakpoints in the...
  5. Justin

    Set Attribute Modifier for an Ability at runtime?

    For the auto updating amount you should use AutoUpdateAmount instead of just Amount. Amount is used when the ability starts, and AutoUpdateAmount is used every update.
  6. Justin

    [REQUEST] Add Single Click Relative to Double Click for Input

    Wait For Double Press Tap Timeout is on the ability, and is passed into the PlayerInput. This will allow each ability to decide how to use it. This parameter is not used outside of the ability system.
  7. Justin

    [REQUEST] Add Single Click Relative to Double Click for Input

    With this bool you can do that. By default it'll be off, and with that the button down is checked that frame. If it is on then it will wait to ensure the double press doesn't conflict.
  8. Justin

    [REQUEST] Add Single Click Relative to Double Click for Input

    Makes sense. Ok, in version 3.1 I added a new bool in the ability called Wait For Double Press Tap Timeout. This bool will be checked in PlayerInput.GetButtonDown. I did it this way so I didn't have to add another enum to the list and reduce confusion. I ended up using the same code posted here...
  9. Justin

    AStarAIAgent Movement Ability missing

    No, it doesn't look like it. The downloads page gives you the integration packages based off of the invoice number, and it looks like you are using a Movement Pack invoice. Make sure you use a character controller invoice.
  10. Justin

    [REQUEST] Add Single Click Relative to Double Click for Input

    I am looking at this now for version 3.1. What is the difference between a ButtonDown and SinglePress? Just that you have the option of specifying a timeout?
  11. Justin

    Unable to download source code

    Sometimes the API between the Unity server and downloads page doesn't respond in time which says that the invoice is valid. If you try it again it should eventually work. If you try it in a private browser that will ensure nothing is cached from the time that you tried it before.
  12. Justin

    Change Character Movement Type Programmatically

    UnityEngineUtility has been replaced with Shared.Utility.TypeUtility, but SetMovementType now also takes a string so you can pass in the string directly.
  13. Justin

    First person character with no model can't jump

    The jump ability is waiting for an event. You can use a timer instead: https://opsive.com/support/documentation/ultimate-character-controller/animation/animation-event-trigger/
  14. Justin

    Set Attribute Modifier for an Ability at runtime?

    What update mode do you have set? If you have the attribute continuously updating then when you modify the amount it will take that new value. However, if the attribute fires only once when the ability starts then you will need to manually fire it again when you want the updated attribute to...
  15. Justin

    How can I change all Composite task aborttype at runtime

    It's not possible to change the abort type at runtime, but for this scenario I recommend that you instead use the Interrupt and Perform Interruption tasks.
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