I can only get the Character to move with the first animation only playing and shoot a weapon by leaving the AI object with animations field blank or I can get the character to move (mesh) but not play any animation at all nor shoot weapon by dragging the object with animation to the correct field. I follow what I had done previously setting up the character as one the one made in the earlier version which works but I just cant get a new character to "Activate" its animations. Perhaps someone has already done something similar and any help would be much appreciated.Īm I missing something obvious in trying to add a new AI Character enemy in V1.23? I have added a character of my own previously (V1.22) albeit with much difficulty and got it working a while ago in this version - now I cant get a new character to work/function.
I have looked at the Elevator and Platform Scripts and can see I might be able to perhaps adjust/edit/combine parts of these if I could get them to work (probably not) but as I am new to Unity scripting I would not know how to get the moving objects to stop or wait at any end points? I don't need the Player to fly anything just to have the object he stands on or gets into move him around in both vertical and horizontal directions and wait at the points a little time if possible.Perhaps a trigger might work to activate the moving object only when/while the player is in collision with it? move to multiple points (similar to moving along a path with multiple points) in both horizontal and vertical directions?. Looking at the elevator/platform system I can use these of course however by default there is little control of the elevator/platform objects.they constantly move back and forth in both directions back and forth either only horizontally or vertically and don't stop (wait-period) for the player to step easily onto them, particularly in this instance as an elevator say moving a great height takes ages to cover the distance so needs to move fairly fast then not allowing the player to get on and off in time.ĭoes anyone know how best I might achieve what I need to do which is have the moving object that the player gets onto "stop or wait" at the movement end point(s) for a specified wait period so the player has plenty of time to get on and off before it moves again? I also would like iif possible to have the moving object move to more than one location i.e. When you "kill" the tree, you can pick up a log.I have some game levels where I would like to be able to move the player around using elevators, platforms and also have an enter-able drop ship (back end) that I would like the player to get in to move him to a locations.I have a lot of High areas like platforms atop very high buildings and tops of skyscrapers the player needs to get to. The Dialogue System's RFPS + S-Inventory integration scene does this with a choppable tree. #2 works best if you need to leave an object behind. You can just have empty Attack and Nothing states. The Animator Controller doesn't have to do anything.