oz-chasetailgames
Member
Hey. I have installed UCC, BD, BD-UCC integration, and BD movement in that order, and somehow the example behavior trees from the BD-UCC demos all have missing tree components (boxes that say "replace this component with something else"). I am suspecting that I did not install in the correct order, and that movement pack must have been installed before BD-UCC integration. Even if I tried to install BD-UCC integration later, that did not fix it. I am not sure if there is any reminder in any documentation to follow that order, but if that is really the case it would be nice to highlight that so others do not have the same issue.
Anyways, I have started trying to fix each one of the tree components with replacement requirements. Currently I have a 2.5D character that can patrol between two spots, and I have worked down through the see-and-attack component of the UCC example tree for melee. The current problem is that the game will freeze whenever my player character will come to attack distance. I tried to use the initial slot ID and action ID that came with AgentNolan, and then checked out the slot and action ID's under the sword that the character was trying to use to no vail. Given so many ID's for different purposes, I am trying to make sure I am looking at the correct ones:
Is the Slot ID the one under the Item Script that says "Slot ID"? That is showing as 0 for sword.
And is Action ID the one under Third Person Melee Properties that says "Action ID" ? That is also showing as 0. Or is it the ID directly under the Melee Weapon Script? Or is it found in animator states?
I totally appreciate the ID system, and I can see how it reduces all different animation references that were in TPC scripts. But it will take a while before I really can remember which ID was which.
Thank you
Anyways, I have started trying to fix each one of the tree components with replacement requirements. Currently I have a 2.5D character that can patrol between two spots, and I have worked down through the see-and-attack component of the UCC example tree for melee. The current problem is that the game will freeze whenever my player character will come to attack distance. I tried to use the initial slot ID and action ID that came with AgentNolan, and then checked out the slot and action ID's under the sword that the character was trying to use to no vail. Given so many ID's for different purposes, I am trying to make sure I am looking at the correct ones:
Is the Slot ID the one under the Item Script that says "Slot ID"? That is showing as 0 for sword.
And is Action ID the one under Third Person Melee Properties that says "Action ID" ? That is also showing as 0. Or is it the ID directly under the Melee Weapon Script? Or is it found in animator states?
I totally appreciate the ID system, and I can see how it reduces all different animation references that were in TPC scripts. But it will take a while before I really can remember which ID was which.
Thank you