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  2. It's fine, I hope that everything is fine on your end, and someday you will come back to us. There is nothing you should apologize for. You were active and supportive. There is always a place in our community for you.
  3. Earlier
  4. Unfortunately, do too a recent job change that requires me to be gone for weeks at a time, I am unable to maintain these scripts properly and promptly. I encourage and permit anyone who wants to take the reins and use these scripts to develop their own versions. These scripts can be considered as OPEN SOURCE. Use them as you wish. I apologize for any inconvenience.
  5. Apologize for the delay with answer, but it seems that you posted it int he Chinese Speaking Community section, that's why I missed it Atavism doesn't support voxel terrains, but it supports building system out of the box, you can find information about it here https://wiki.atavismonline.com/project/build-object-plugin/ and here https://wiki.atavismonline.com/project/claim-system-object-building/ I'll move this topic to the proper section.
  6. Thanks Aizen. I will look into that. I'm currently on a business trip so it might be a few days.
  7. target of target player to player dont show i dont know if thats is normal coos in wow you can see othere players target you
  8. Does Atavism currently have any mechanism for supporting voxel based destructible terrain or does it use static heightmap terrain? Does Atavism have the ability to support player construction out-of-the-box, or is this something that developers would have to build a plug-in for themselves?
  9. Hello and welcome. Maintenance is only for updates. Atavism is available as a subscription, something like Netflix, where if you have an active subscription you can use it, and in such case, it doesn't have maintenance at all, you will always have access to the newest version or the second option is the permanent license which has 180 days of free updates included, and you can use your license infinitely, updates are paid and optional, which means you can purchase additional maintenance if you want but you don't have to. Atavism can be installed anywhere using any method of your choice: - using the simplest windows manager option, best for local development - https://wiki.atavismonline.com/project/atavism-windows-manager/ - using our premade virtual machine (centos or Ubuntu) - https://wiki.atavismonline.com/project/atavism-virtual-machine/ - using Custom Linux installation, for most advanced users, but also handled by newcomers - https://wiki.atavismonline.com/project/installation/ - using cloud solution like Google Clout - https://wiki.atavismonline.com/project/hosting-google-cloud/ or Netcup https://wiki.atavismonline.com/project/hosting-netcup/ - using Atavism Cloud Service that was introduced lately, and it's the simplest installation method https://wiki.atavismonline.com/project/hosting-atavism-cloud/ And here is information about how to setup your unity project - https://wiki.atavismonline.com/project/atavism-client-unity-installation/
  10. hi there, just new in atavism, my question, is do we need to buy maintenance plan before we start editing the game, or i just only need the license to run for editing posses in Unity? and also is can i use my Vps to run the game to go online or do you guys provide the server to make game live, so my friend from around the world can play it as well.
  11. Installation documentation and tutorials can be found on our wiki https://wiki.atavismonline.com and here you can find information on how to install Atavism on VM https://wiki.atavismonline.com/project/atavism-virtual-machine/ but please keep in mind that Atavism 2.7 was released over 2.5 years ago and since then the procedure was changed a bit, as we introduced 6 major and a few minor releases. This information can also be found on the wiki in the Releases section. I recommend you update your version, as the old one supported only Unity 5.6 and 2017.1 but of course it's your decision.
  12. Hello Everybody , gives a Tutorial for Install Server 2.7 on an virtual machine ? Can Everybody Help me ?
  13. This is good stuff. Thanks for sharing your work!
  14. 5/14/20 Fixed targeting behavior of friendly targets. Right clicking on a friendly target will no longer put you in combat mode if friendly target can be attacked by others.
  15. jandd661 Good Work i love that , did not even know we missing that Hope Atavism Team adds your changes to New Updates
  16. Confirmed Bug: ClearTarget.cs is preventing display of player effects on the target I'm working on it
  17. Hello all. I've fixed the known issue about blinking target frame in case player clicks on a target beyond the scripts max target distance. I introduced 'Outside Target Distance Timeout' parameter, it sets timeout for the frame to disappear (default - 10 seconds). If player will reach the target inner distance to the enemy (e.g. Max Retain Target Distance - 1) during this time then the frame will remain until the player leaves the target radius. If the player will stay away from the enemy without goin inside the target radius then the frame will disappear after timeout. For me this solution is fine, maybe someone also would use it. Please let me know in case of any related issues. ClearTarget.cs
  18. Anytime Dutch. Also, package has been updated to hopefully resolve an issue reported on Discord. Changes are in ClearTarget.cs.
  19. Latest Updates: 5/14/20 Fixed targeting behavior of friendly targets. Right clicking on a friendly target will no longer put you in combat mode if friendly target can be attacked by others. 5/13/20 Full rewrite of the Targeting. ClearTarget.cs has been replaced with TargetingTweaks.cs. Please replace the ClearTarget.cs with TargetingTweaks.cs. 5/12/20 Fix has been implemented into the updated package (Download link below). Please send me your feedback if you have problems. Thanks! Unfortunately, do too a recent job change that requires me to be gone for weeks at a time, I am unable to maintain these scripts properly and promptly. I encourage and permit anyone who wants to take the reins and use these scripts to develop their own versions. These scripts can be considered as OPEN SOURCE. Use them as you wish. I apologize for any inconvenience. Name: Target of Target and Targeting Tweaks Updated: 2020-05-14 Version: BETA By: 1stGenGamer Note: If you have any problems or issues please send me a message on discord https://discord.gg/5hA83k. Please understand that I'm sharing this because it may be useful for someone. It may all break with a Atavism update. You do not need to use both if there is one you don't want. This package was built and tested in in Unity v2019.2 with Atavsim 10.1 Package includes: Prefab of ToT frame - I made it in the UI of the MainWorld scene of Atavsim 10.1. Target Tweaks script TargetingTweaks.cs ------------------------------------- Tweeks the default targeting behavior to deselect the target based on distance and if you click off the target. Similar to WoW. Atavism currently does not restrict the targeting distance. So a known issue is, if the player clicks on a target beyond the scripts max target distance, the target frame will briefly appear then disappear. Place TargetingTweaks.cs on all your character prefabs in Assets/Resources. Your in the right place if you see "Atavism Mecanim Mob Controller 3D" script component. "Enable" turn it on and off. This is publicly available FirstGenMods.ClearTarget.Enable {get; set;} "Max Retain Target Distance" is the distance you can go from the target without loosing the target. Default is 100. "Targetable Layer Number" is the layer id of targetable objects. You can get this by expanding the "Layer" dropdown at the top of the inspector. Default is 8. "Combat State Property Name" the name of the property that indicates it's current combat state. Default is "combatstate" (no quotes). "Combat State Time Property Name" the name of the property that indicates it's current combat state time. Default is "combatstate_t" (no quotes). Target of Target (ToT) script TargetOfTarget.cs ----------------------------------------------- Adds ToT functionality. Currently does not display pet's target. For an example set up, see the Target of Target Frame prefab in the prefab folder. Create a transparent Image object/container as a child frame of the main target frame. Place your ToT frame or the provided prefab as a child of the frame you just created. Plase the TargetOfTargetScript.cs on the container frame you created. Fill in the references. Look at the prefab in the Prefab folder for an example. You may be able to drop the prefab on to your Canvas at it will just work. I recommend placing it as a child of the main target frame. Main Target Frame |-- Container Frame <-- Script here |-- ToT Frame "Enable" turn it on and off. This is publicly available FirstGenMods.TargetOfTarget.Enable {get; set;} "Frame Position" The Rec Pos X and Pos Y the frame will move to when loaded. Once set, you can drag it somewhere in the editor so you can work on it. "Dead Property Name" the name of the target property that indicates dead. Default is "deadstate" (no quotes). "Target Of Target Frame" Reference to the child ToT frame. "Name, Description, Species, Level" TextMeshPro text objects. "Default Sprite" Sprite used for the portrait if the target one can't be found. "Portrait Image" The Image object used to display the portrait. "Level Property Name" the name of the target property that indicates it's level. Default is "level" (no quotes). "Current Health Property Name" the name of the target property that indicates it's current health. Default is "health" (no quotes). "Max Health Property Name" the name of the target property that indicates it's max health. Default is "health-max" (no quotes). "Health Text" the TextMeshPro text object used to display the health numbers. "Fill Image" Image object with slider used to display the health bar. Download Unity Package: https://drive.google.com/open?id=11W_pnLlTOed4haDvw3KO25eIdF3a5TXT Just get the scripts: TargetingTweaks.cs https://bitbucket.org/JANDD661/workspace/snippets/Lry5M7/targetingtweakscs TargetOfTarget.cs https://bitbucket.org/JANDD661/workspace/snippets/Eb75A8/targetoftargetcs
  20. So, there are a few things. First is that you are using Atavism with example data, while on the client you are using core, this can cause some issues on the client-side, as the server will send items, mobs, etc. to your client, but your client won't have models, textures, icons, prefabs. The second issue is that you have License Verification Failed. This can occur in two cases: when you set incorrect mail/license key pair in the Atavism Windows Manager, or when your Atavism server doesn't have access to the internet. I'm assuming that the second one is not an option as your PC most probably has such access, so please check your credentials. Based on your Atavism Windows Manager screenshot I was able to check your credentials, and it seems that you have a typo in the mail. Also, please check what java version are you using by typing java -version in the bash console, after you will start authentication server.
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