The trigger runs an action, and normally the action then will either do certain things or run a dialogue speech, sometimes I have a camera switch action, in that time I'd like to disable this,
Still go via variable? I was hoping for a mass control e…
Ah, so simple.
Could you also tell me how can I check if a trigger is playing an action, that way I can also disable that option and for a cutscene,
Thanks for such lightning speed responses.
Hi Chris,
Running into a coding problem as I've no idea how to achieve it.
I need to extend the script, currently I have
in Update
if (Input.GetButtonDown ("FreeAim")) thirdPersonCamera = KickStarter.mainCamera.attachedCamera a…
Thank you kindly,
Since it is just me working on my game release, I promise to credit where it is due especially with your asset and the phenomenal support you provide throughout.
Thanks Chris,
Quick help needed on this one, how do I always attach / get the current Active Game Camera?
As sometimes the player may be looking backwards etc, so I want to ensure the spin/pitch Locks enabled on the current active one rather than …
Yes I will be more specific going forward sorry I get caught up in what I'm working on and forget the rest of the world and its differences,
I think I'm overseeing the power of your 3rd person camera,
I just noticed that there is an option for Inp…
Ah I see,
Thanks Chris. I got all that working,
However Perhaps what I am trying to achieve is a bit more complex than I thought,
The way I imagined it is retaining my current Top Down camera, then when the player pushes the "free look"…
The initial state is not as free aim, the cursor was locked and only shown when paused, also it was not " Lock cursor in screen's centre when game begins?"
However I changed all those settings to test
So I enabled the lock on center, th…
Sorry to bother you again, I am trying to use your script to make this work,
My current active camera is locked for spin and pitch, I tested it with the script and the player cannot look around,
Then I changed the camera settings to free, whether …
What I've done for the Look back camera is have a 2nd camera with 180 rotation offset,
I have PlayMaker detecting R key down and then setting a global bool to true "lookBack", running an action asset to check book if true switch to look ba…
Hi Chris,
It seems that the player will remember its Reverse settings if they went backwards and not forward yet, therefore when just turning the InputAxes are not back to normal.
I did this: if (axisName == "Horizontal" && Input…
The factor I set it to 0.7,
Right now with the new script the walk back and running speed is both at 1, only difference is when its running backwards even though it is speed of 1 it is playing the running footsounds,
I am going to continue using t…
I fiddled with it and moved the ReverseTank script around, unfamiliar with what it all means and may be doing it wrong?
However still same issue,
I put a Debug to show the runLock in the LateUpdate, and when the player moves forward it goes back t…
Sorry to be a pain in the rear, however the script now does not allow the player to run?
I tried changing it from Free to NoChange but that makes it run continually unless reversing :/