Excellent! I finally figured it out thanks to you! Here's what I ended up doing:
So you create the action list asset that does whatever you need, set up the parameters for it and all that.
Then in the script that you want to run/define the parameter…
Oh the parameters thing is just what I was looking for! I'm working around with that right now, thanks so much! Follow-up question, since it can't hurt to ask (I'm looking into this myself right now), any idea how to run an actionlist and assign the…
Thank you so much! It was the player menus line that was screwing me up, I had no idea where to find that. You are seriously the best person in the world with how helpful you are for your software. You're amazing Chris, thanks for the help!
Haha yeah, I know it wasn't exactly the easiest question to understand. I'm pretty bad at this forum stuff. Anyway, I've solved the problem, I just modified the playerinput script I think it was. My problem was seriously very small and hard to expla…
Aha! That works! ..... Except, one more question now.... when I free the cursor, it still doesn't actually follow the mouse. When the Input Method is set to Mouse and Keyboard, the cursor stays with the mouse when the cursor is freed, but when it's …
Actually, now that I've done that, I've run into another problem. The mouse sensitivity is all jacked up. It's extremely sensitive (to the point that every movement of the mouse turns the camera like 15 degrees), and then when I bring down the sensi…
Of course! You've probably heard of it, it's called TerraVol. It uses an A* Pathfinding system. In its online demo you can set a destination using the "I" key and then have it trace a path back to that point using the "I" key aga…
Thank you very much for the reply! Within a week I'm actually going to be purchasing an awesome asset for my game that randomly generates something else (I'm going a different direction now), and luckily this asset actually has a pathfinding system …
Hahaha I probably sounded like a complete idiot in my question. Your answer actually really helped a lot though! So after I put the algorithm that returns the Vector3 array into the GetPointsArray function (wow, that sounded really computer-geeky), …
So in case anybody else is having this problem and they need the solution... and they're a moron like me... the answer is to uncheck "Apply Root Motion" on the animator component of your character....