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  4. Great, I'm glad North Networking sorted it out, but it's not a surprise as they are very responsive and quick in issues handling.
  5. Hi Martin, Thanks for the reply. North Networking have rebuilt the VPS and all seems to be working fine now. 👍
  6. There is logic in the script of the SDETargeting.cs /* * USAGE NOTES * In Atavism3dPersonInput, make these public: * Make mouseLookLocked public (can hide in inspector) * Make cameraTargetOffset public * Make cameraFirstPerson public (but hide in inspector) * * In Atavism3rdPersonInput, add a public SDETargeting variable * In its Start method, check if the variable is null * if it isn't, create an SDETargeting component and add it to the Atavism3rdPersonInput's game object * * Additionally, the UpdateVisualCursor method must be changed (just one part) so soft targeting c
  7. Hello, of course. First, not sure what you mean by the latest version of Unity, as I believe it's 2021.1 and it's not supported by Atavism. I mean you can use it, but you would have to do two small changes in files, and I don't know if there are any other elements except that, as we haven't tested it yet. This version is pretty new. As for your issue, it seems you haven't got installed the Atavism server and your database world_content doesn't exist. What installation method are you using for your server?
  8. Hi, Wondering if you could help me with getting online with Atavism. I have the latest version of Unity and Atavism 10.3.0 for Unity. I also have a server with North Networking and a email that says that the server is all set up and running. I have filled in the database info on Unity but get the followiong error: DATE: 4/8/2021 9:44:55 PM : Database test connection Failed: Authentication to host '146.59.216.130' for user 'atavism' using method 'mysql_native_password' failed with message: Unknown database 'world_content' Any help with this would be great :) Thanks,
  9. We haven't done such integration, but in my opinion, for MMO games such voice chat would cause a massive hit on your server performance and bandwidth. Anyway, it's definitely possible to implement it, as the server has the position of all players, so you would have to integrate it with that. It would be necessary to have such a solution integrated with Unity, so the server would send information who should hear you. I think you would have to use some kind of API of the voice chat, that would have to take arguments, like players positions, you would be connected to the voice chat server, a
  10. Just wondering if proximity voice chat would be compatible with this, if so which?
  11. Atavism doesn't have it out of the box. You can use a custom unity package or code it by yourself.
  12. If you want to use a non-target combat system where you will shot someone from a long-range distance, then this is the best way to handle it in Atavism.
  13. how to create footsteps MasterAudio
  14. I noticed there was the ability to do non target combat, I was wondering if this extends to ranged abilities. I guess I could make an ability that has a small cone infront of the player with a long range, but is there a better way to do a shooting mechanic? And what about drive able vehicles other players can get into? Is there a way to implement that
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  16. Check if you have ability speed set to something higher than 0. Here is an ability with mount effect on friendly targets around the player, and it works perfectly fine. 2021-04-02_18h41_00.mp4 Also, which Atavism version are you using?
  17. Thanks the last video explained it for me.
  18. There is a bug with friendly AoE targeted abilities. these do not to any healing or damage to targets in range, instead all of the damage goes to the target that is currently selected.
  19. As for the server there is a chance for that, as for the client, definitely not. Making just such software that would migrate your client from one engine to another would be extremely expensive and time consuming.
  20. I would have a question will it be possible to port a project created with the Unity version to Unreal or we will have to start from scratch, because at the level of Unreal we have much more free content than on the Unity version & that will bring a lot of new content while on Unity if we want to have a lot of content we must be rich silk billionaire xD
  21. Atavism is massive, it's not a shame to miss something. Don't be so harsh for yourself.
  22. Cheers, I can't believe I even missed that. I were looking around like an idiot and didn't find it haha. Anyway, thanks for the answers, appriciated!
  23. Yes, the effect is called Threat. https://unity.wiki.atavismonline.com/project/effects-plugin/ Threat: Effect is commonly used in increasing or decreasing aggro of mobs. Right now aggro is based on damage dealt, so damage dealers are getting the most attention of mobs, which can be altered by putting an additional effect on different types of Abilities with this Threat Effect.
  24. All right, thanks alot for the answer! Is there a stat effect or something similar to increase the amount of threat without increasing damage?
  25. I think that this feature should be designed from scratch, as there is nothing similar, maybe a building system where you would provide materials. So, you would need to define a totally new class within the same AGIS jar file.
  26. Hey, the threat is already implemented and it's based on damage dealt, and you can also alter it using additional effect for classes that don't do much damage, but should be able to keep aggro of enemies like tanks. To present specific stats for specific classes, you would have to code this and check what is the class of the player and enable some UI element. Colors are defined in the Login Scene -> Scripts -> Atavism Settings
  27. Okay is there a specific space in AGIS i should inject the code to deal with the different pieces? Or just make a whole new JAR to deal with it ?
  28. Heya, hope you all are doing good! I have three questions. The first being, how can I get a threat function? As I were sitting there working on a class and just minding my own, I realised that how am I going to hold aggro on mobs and so on. Is it something that is all ready built in that I can work with or is it something I have to create myself? And the second question being, how can I make specific resource bars show on specific classes? Like if I would make a rogue for example and want energy instead of mana. I can create the resource itself but I don't really know how to make the
  29. This is not something that is out of the box, you would have to code it to gather all pieces of something to make it work.
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