Hi,
So I am using default HeroineController that comes with ARPG Kit and I have 3 attack moves and today I added 4th attack move. Everything works fine until player enters any conversation, after conversation completion player can only perform 3 attack moves and not 4th one. It even happens if I save game without entering in any conversation and than load the game. Just to make sure not after saving that game but by loading that game. Might be something with save/load system. Please help!!
Some Animation doesn't play after conversation end (ARPG Kit)
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- Posts: 15
- Joined: Thu Feb 02, 2017 2:47 am
Re: Some Animation doesn't play after conversation end (ARPG Kit)
Hi,
I'll look into this today and post back here. Would it be possible for you to post a screenshot of your attack move configuration please?
I'll look into this today and post back here. Would it be possible for you to post a screenshot of your attack move configuration please?
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- Posts: 15
- Joined: Thu Feb 02, 2017 2:47 am
Re: Some Animation doesn't play after conversation end (ARPG Kit)
Here, its same as default heroinecontroller of ARPG kit, I've just changed animation of attacks.
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Re: Some Animation doesn't play after conversation end (ARPG Kit)
Thanks! Would you please post a screenshot of the inspector view of your character prefab that shows the new attack?
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- Posts: 15
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Re: Some Animation doesn't play after conversation end (ARPG Kit)
Here
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Re: Some Animation doesn't play after conversation end (ARPG Kit)
Hi,
In ARPG, you also have to assign the attack animations to each weapon. To do this:
1. Inspect the player prefab's Inventory C component. It has an item database assigned to the Database field.
2. Inspect the item database (e.g., ItemDataC).
3. Inspect each weapon listed under the Equipment foldout. Expand the weapon's Attack Combo foldout, and assign the animation:
When ARPG equips a weapon, it copies the weapon's Attack Combo info into the player's Inventory C Attack Combo.
The Dialogue System tells ARPG to re-equip the current weapon when loading a game or ending a conversation (in case the conversation changed the current weapon). This is why the attack combo information appears to go screwy when the loading a game or ending a conversation; it's actually copying over the animations for the current weapon.
In ARPG, you also have to assign the attack animations to each weapon. To do this:
1. Inspect the player prefab's Inventory C component. It has an item database assigned to the Database field.
2. Inspect the item database (e.g., ItemDataC).
3. Inspect each weapon listed under the Equipment foldout. Expand the weapon's Attack Combo foldout, and assign the animation:
When ARPG equips a weapon, it copies the weapon's Attack Combo info into the player's Inventory C Attack Combo.
The Dialogue System tells ARPG to re-equip the current weapon when loading a game or ending a conversation (in case the conversation changed the current weapon). This is why the attack combo information appears to go screwy when the loading a game or ending a conversation; it's actually copying over the animations for the current weapon.
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- Posts: 15
- Joined: Thu Feb 02, 2017 2:47 am
Re: Some Animation doesn't play after conversation end (ARPG Kit)
Thank you so much, it worked perfectly!!