- #Quest system pro integration realistic fps prefab how to#
- #Quest system pro integration realistic fps prefab manuals#
- #Quest system pro integration realistic fps prefab update#
In fact its actually done when the weapon is fired - each time the Muzzle Flash is created.
![quest system pro integration realistic fps prefab quest system pro integration realistic fps prefab](https://docs.unity3d.com/2019.3/Documentation/uploads/Main/PrefabsDragIntoScene1.png)
with the correct position and rotation and play the effect when the NPC weapon is fired. These two fields instantiate the prefabs at runtime. In the attached screen shot you can see that I have exposed two new fields. Not being a experienced programmer I did not see an easy way of achieving this via another means.
![quest system pro integration realistic fps prefab quest system pro integration realistic fps prefab](https://i.ytimg.com/vi/NqbNhAi3v88/mqdefault.jpg)
Note : That I am using the NPC Attack Properties settings only for this and of course I have edited that script to expose the necessary public fields that I needed to achieve what was required. I have attached an in editor screen shot showing the settings I have used there. I have not yet done this with Player weapons or other AI system weapons where necessary as yet so its not relevant to that as far as I am aware and such would undoubtedly differ somewhat.
#Quest system pro integration realistic fps prefab how to#
Should be something from me here in the next few days so look out for that.Īs promised below is a description of how to set this up.īear in mind that this is for NPC weapon effects only. I have had to stop for a while while doing other real world things but will have a look as soon as and try and help. You will need to give me a little while to get something put together.
![quest system pro integration realistic fps prefab quest system pro integration realistic fps prefab](https://static.wikia.nocookie.net/halofanon/images/d/d9/Heaven_and_earth_crawl.png)
There is more work that could be done to improve it I am sure, perhaps by someone with more brains than I My solution is a workaround but does work, though its not 100% perfect. Nice it would be if it was included by default but not much chance of that me thinks I am sure that there are others that may like to have particle effects added to RFPS weapons and I should do something to help the community here given that I have had a lot of help here myself from other kind people. Glad to see you are already having fun with the asset, try to dig more in the script functions to understand more. If I change anything more - it would not be any more (community) version, which is the main idea here. Also - more digging into the script will help you to come up with your own solution by script, which I would like to see people doing around.
![quest system pro integration realistic fps prefab quest system pro integration realistic fps prefab](https://www.pixelcrushers.com/dialogue_system/manual2x/html/inputHorizVert2.jpg)
Or similar ideas to that, to condition fall damage coming from zipline fall.
#Quest system pro integration realistic fps prefab update#
Anyways, in any situation when Player does not fall off by automatic, at any EndSpherre object (they are marked in red light as you see) - all you need to do is to press "E", or any button in your Unity's input manager that you can create there and assign under the name "Use" in it.ģ You have health damage if you jump from a zip line from too high (as per normal RFPS fall damage settings) and this is left from realistic reasons, and I (myself) will not change that, but you can play with that fall damage RFPS function in the FPSPlayer script, where the fall damage is regulated, and add few lines there, in relation to that problem, referencing the ZiplineRfpsScr script, perhaps in the update function, as "if (GetComponent().CanMove) fall damage not apply, or equals zero, etc. Hey, Nick, nice to know you got it going, so: MoverGizmo is the actual object that actually moves player around, when he gets parented to it, by the script, but the function ItCanMove is actually setup a as a (yes-no) simple bool, and is only conditioning player state (moving or not moving), and used to control other functions via that bool.Ģ On collision by the any EndSpherre sub object - player should fall off by automatic, if you don't keep EndSpherre too close to the end pole box collider.
#Quest system pro integration realistic fps prefab manuals#
So: reading manuals and comments does help, let's take it from there, so you can update us here further - how it went for you from there, let me know by PM if anything stacks after that again, i will give you a full guide if necessary with XInput ( that is there to do gamepads vibration effects and for no other reasons ). And for the XInput (your second) exception - you basically need to have XInput installed, as two DLL's in your Plugins folder - the procedure is to say again: explained in our comments at start of the script, in the same "Best Practices" comments section. Have you read our Best Practices advice, as I commented for everyone's use at the script start ? If you have, you will see that it says "if any 'using' statement (like HerbertSystems namespace) or other namespaces you don't have is causing you exceptions - un-comment it".