I implemented the move with object ability. I have a object that is animated with the animator and i attached the kinematic object script to it. With a custom script i set this object as a target in the ability. It is working great but as soon as i do this the camera is no longer following the...
iam trying to use the flee behavior with the A*Pathfinding integration. It seems like that the agent can choose a point which is not reachable (Off the navmesh) this is leading to the agent running against walls.
I am not sure if this is an expected behavior.
i have removed the animation events and the manual setting for picking up the item seem to be delayed now. But unfortunately the item gets picked up right after i access the pickup collider. I would like the item item to disappear delayed a bit, so it matches the animation i added. I can...
I am trying to customize the time a item gets picked up after i start the ability. I swapped the default animation to a longer one, meaning the item should be picked up a bit later. I added the corresponding animation events but nothing changed. Even with the option "wait for animation event...
It looks like the camera controller was causing the problem. if i have the camera view type"Adventure" active the characters movement type changed aswell. I got around this issue by creating a new view type calling it like my new movement type.
Yes i was, but i tried it with the manager beeing disabled and it was the same behavior. However if i check one of the included movement types they stay selected. Only my added one gets deselected.
This is my Movement code:
Hello, i have followed the documentation carefully and was able to create a new movement type. but if i hit play another movement type gets selected automatically. i only have this behavior with my custom movement. For testing i am only using the provided example code from the documentation.
i am currently implementing the tactical pack and i noticed once all the AI's surrounded the object the task seems to stop.
I also tried putting an repeater infront of it.
Is there a way to keep the task continuing even after the Ai's reached their destination?
Hello, i just double checked. After i change weapons the slot ui works. It only happens at the start and the weapon which is equipped. I am not using the Slot Item Monitor for the grenade but somehow if i enable the equip unequip ability for the left hand items this is happening.
i have just added the secondary frag grenade but noticed that if i add the corresponding equip ability the slot item monitor of the first main weapon which is equipped is disabled. did i configure the equip ability wrong?