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Everything posted by Martin (Dragonsan)
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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?
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Should we expect an atavism for UE4?
Martin (Dragonsan) replied to Ascetic's topic in General Discussion
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. -
resolved Threat function / class resource
Martin (Dragonsan) replied to Sekuma's topic in General Discussion
Atavism is massive, it's not a shame to miss something. Don't be so harsh for yourself. -
resolved Threat function / class resource
Martin (Dragonsan) replied to Sekuma's topic in General Discussion
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. -
resolved Threat function / class resource
Martin (Dragonsan) replied to Sekuma's topic in General Discussion
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 -
There is a whole new tutorial series about the combat system including the non-target one.
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You can have multiple java versions, the most important is what environment parameters you have within your system. To ensure that your server is running with java 11, check proxy log or any other log, and find parameter java.runtime.version = 1.8.0_151-8u151-b12-0ubuntu0.17.10.2-b12 If you will have Java 11 there, you cna try to uninstall this version and keep only 8
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Have you verified that you used Java 11? Were you able to start your server using Java 8?
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There are many things that can cause such behavior, but my guess is that you can use java 11 instead of java 8. Please check any of your logs (not error one) in the logs/world directory to verify what java version is being used.
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resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
Yea, I was too slow with my reply -
resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
I doubt this is the case. Mob template has nothing to do with markers. I think it can be because you maybe missed to assign Atavism Mob Name script to it? -
resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
It should be presented on the NPC to which you will assign complete quest. 2021-02-14_21h31_31.mp4 -
resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
Correct, quest start is based on the quest you set to start, and quest progression/completion is based on the quest to complete on the NPC. It should be faced to the camera, unless you have multiple cameras in different locations. Icon for quest start/progress/completion can be set in the Login scene -> Scripts -> Atavism Settings I It can be a text or an icon. -
Any Unity Plan will work with Atavism. As for the typical version, we are recommending 2019.4 LTS, the latest stable one, at least until the 2020.3 LTS release.
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It's totally fine, we are here to help you guys.
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This is a limitation of Unity, and it occurs for many scripts, not only with Atavism. You will find the same message with UMA, etc. There is nothing to rewrite in this case.
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Atavism out of the box works on mobile devices like here you can find a short video that shows a synchronization between two android devices and PC Here you can find information about one of the mobile games that are being developed based on Atavism https://www.atavismonline.com/made-with-atavism/47-metin2-mobile. We are also providing a mobile package contributed by this developer. We had it for Atavism 10.1, and a few days ago we released it for Atavism 10.3 as well. To resume, the mobile package is real, and it's available to download right after the purchase within the customer portal (apanel - https://apanel.atavismonline.com)
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Weapon and armor documentation
Martin (Dragonsan) replied to phrygian12's topic in General Discussion
The demo armor is designed to work with UMA, so this is more like an information log that it cannot be equipped on non-UMA character. UMA is a free asset store character customization system made by a wonderful team of people involved in game dev for quite a while. Here is a direct link https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611 Tutorials related tot he equipment are a bit outdated as the UMA was changed for the past months https://unity.wiki.atavismonline.com/project/items-uma-weapon/ https://unity.wiki.atavismonline.com/project/items-uma-armors/ https://unity.wiki.atavismonline.com/project/setting-up-uma-equipment-displays/ or here I recorded a quick video on how to set a character with non-UMA items you can equip InfinityPBREquipment.mp4 On discord https://discord.gg/z95htJA you can find some channels related only to this element, and even some devs made some packages that can help you out with such configuration. Also, in the demo there are configuration examples you can follow. They are in the Assets/Resources/Content/EquipmentDisplay directory There are armors and weapons. Armors are only for UMA, because for non-UMA character in the demo we are using Challenger which is not modular character so equipping armors will only modify player's statistics and present icons in the inventory rather then change mesh, and visual aspects. -
Hiring full time atavsim unity editor.
Martin (Dragonsan) replied to WiCkEdx401's topic in Collaboration and Networking
We have plans to start such custom service this year, but at this point it's hard to tell exactly when, so if you will find anyone, don't wait for us -
There is no FTP on our VM. Instead use SFTP, so the default SSH credentials root/atavism and port 22.
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Anyone having trouble connecting to licence server ?
Martin (Dragonsan) replied to Mars's topic in General Discussion
It's really odd. I doubt it would be Java JRE instead of JKD, rather some issue with the database itself, but I'm glad you sorted it out. -
Anyone having trouble connecting to licence server ?
Martin (Dragonsan) replied to Mars's topic in General Discussion
There are two possible cases of such behavior: 1. Incorrect license key and mail in the configuration 2. Network issue like DNS or firewall Send me your email or license key in private message and I'll check the first case for you -
You're welcome. Let me know if you will need any further assistance with this.