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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Sun Jan 24, 2021 2:41 am
by l3lessed
I might of found the issue. Let me push the latest update and see what happens for you. It may have been my custom key input handler object, as I found it wasn't allowing you to hold bow draws. I disable it when the bow is equipped on screen. On my end it seems back to normal. You can also still use offhand weapons too and switch between the bow and them.

Let me know if it fixes it on you end. I'll push now.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Sun Jan 24, 2021 5:16 am
by daggerdude
Finally figured it out... still learning the nuances of combat and such, might come back with questions.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Sun Jan 24, 2021 5:46 am
by l3lessed
Pushed fixes. I needed to clean up the bow state apparently, so thanks for the bug tracking.

daggerdude, ensure to use the proper keycode property name including the capitalization shown here: https://docs.unity3d.com/ScriptReference/KeyCode.html

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Mon Jan 25, 2021 9:49 pm
by Midknightprince
l3lessed wrote: Sun Jan 24, 2021 5:46 am Pushed fixes. I needed to clean up the bow state apparently, so thanks for the bug tracking.

daggerdude, ensure to use the proper keycode property name including the capitalization shown here: https://docs.unity3d.com/ScriptReference/KeyCode.html
Sweet, been waiting I'll let you know...

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Mon Jan 25, 2021 10:13 pm
by Midknightprince
Okay, it seems to work perfectly: switching hands works, going off-hand with the bow works, shooting the bows work (just like it's supposed to even with different settings), tried all my weapons they all work.
Only thing is when you put your bow on the picture of you holding the bow is always there (f doesn't make it go away) even if your not attacking, is it supposed to do that ?
You got to take your bow off to make it go away, just something, it still totally works though..

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Mon Jan 25, 2021 10:15 pm
by l3lessed
I thought classic always showed the bow. Does it only keep the bow in view if you enable the draw back bow setting they added? If so, yes, I can make it so it disappears, when your not using draw back bow setting, like classic.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Tue Jan 26, 2021 1:30 am
by Midknightprince
No I mean as long as you have a bow in your hand, it never goes away...
When you push F it draws it out to attack, you attack with the mouse, now when you push F again it puts it away on the screen(but it's still in your hand).
That's why changing weapons is a hassle: because you have to go in your inv and change it, just like un-equipping it your actually taking it off.

That's not what I'm talking about, I'm saying as long as you have a bow in your hand it shows up like it's out to attack...
When you push f to attack you can attack and that's not bugged, it's when you push f again to put it away, it just stays there.

Also: even if you have nothing up ready to attack you can still hit stuff like your in attack mode, you can hear the swing, and I think I pissed off a town because I hit a door in a shop by accident :lol:
Everything works fine, just some funkiness..
And this is on 0.11 Beta so all good from me..

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Tue Jan 26, 2021 5:03 am
by l3lessed
got you. it can't be sheathed.

I've added the invisible attack to the list already.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Tue Jan 26, 2021 8:40 pm
by l3lessed
Addressed those last two bugs your having.

Bow will hide when you sheath weapons.
mod weapon show state is now bound to classic weapon sheath/show state. Update routine is blocked/returned if classic weapon hides/sheathed. No more invisible attacks. Should also prevent any future bugs popping in by stopping update cycle of the main controlling script completely when weapons are hidden.

Pushed the new files now.

However, now I have to update my weapon scripts to incorporate the large hud resizing code they added for people who wanted the true classic oversized hud. I hope that is the last major large change to the GUI and its interactions with FPSWeapon.cs.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Tue Jan 26, 2021 11:49 pm
by Midknightprince
l3lessed wrote: Tue Jan 26, 2021 8:40 pm Addressed those last two bugs your having.

Bow will hide when you sheath weapons.
mod weapon show state is now bound to classic weapon sheath/show state. Update routine is blocked/returned if classic weapon hides/sheathed. No more invisible attacks. Should also prevent any future bugs popping in by stopping update cycle of the main controlling script completely when weapons are hidden.

Pushed the new files now.

However, now I have to update my weapon scripts to incorporate the large hud resizing code they added for people who wanted the true classic oversized hud. I hope that is the last major large change to the GUI and its interactions with FPSWeapon.cs.
I have not even checked that feature out yet, and thank you for continuing to mess with your mod, I know I seem nitpicky but all this stuff is so cool I just want everything to work right..
To be honest I didn't expect you to fix stuff so quick and I do appreciate it believe me I do..
Just another example of the cool stuff that can be done with this game by people who know what they're doing which pretty much is not me :D
But I can still enjoy it and believe me I do..

On a side note: I came up here to report that today when I was playing I can put my bow away I don't know what that means but that's what happend, now I will download this new build and check it out- peace man