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animated fps weapons

Discussion in 'Assets and Asset Store' started by Mister-D, May 28, 2015.

  1. webgrapx

    webgrapx

    Joined:
    Jul 21, 2015
    Posts:
    22
    Greetings and happiness !!. I am trying to achieve that and I have not been able to. You could explain how you did it.

    Thanks in advance.
     
  2. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
    297
    Hey, Mr D, how's things,
    nice new video, btw.

    -Can i pay (for you) perhaps, to developer:
    https://www.assetstore.unity3d.com/en/#!/search/page
    =1/sortby=relevance/query=publisher:23255

    to make you a Weapon Wheel for game pads and keyboard ?
    Let them to contact me, that case.
    (Let them know it should be one-script, and transferable to your
    new versions).
    Don't be shy, i will do it (you deserve it). Send them your package version.
    Let's move this asset more forward, so we don't switch
    kilometres pressing by button, to choose for every new weapon.

    BTW, MY SUGGESTION HERE:
    1
    You can maybe add code line for Flame Thrower: that - when player
    moves forward - the flame can damage player or not (by boolean,
    assigneable in the inspector). (currently, flame does damage player,
    all the time, if in contact with him).
    2
    when you hit the drawers, and red (water appliance) boxes on the walls
    with the Baseball Bat weapon - make them to open, so we can pickup
    the goodies. (use only Constraints function in the script for this - it will work)
    (same as when you nuke such boxes on the walls with that sticky C4, make them
    open, or doors - to be unlocked, after the Baseball Bat hit, or C4 explosion, again
    simply by using Constrains function in the code)
    :)
    Michael.
    // ===============
     
    Last edited: May 2, 2017
  3. Mister-D

    Mister-D

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    Posts:
    1,694
    ive sent them an email
    feel free to ask them, as i cannot code a wheelselect script.
    and yes, i know the current weapon selector is not adequate but it works ;)

    as for the suggestions, ill see what i can do
     
  4. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138
    I just bought your asset and it seems pretty great so far. I do have a few questions though.

    Would it be possible to add in a double jump to your character controller script? I'm a little confused on how your jump is coded.

    I noticed there's a Weapon damage # on two scripts. One on the Raycast script and another on the weapon script itself. Which of these actually deals the damage and how is that damaged dealt? Also is their a enemy health script I didn't see one. Not a big deal either way just thought I'd ask.

    Thanks.
     
  5. Mister-D

    Mister-D

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    hi
    tnx for your purchase
    i dont know about double jump, it should be possible but im not that good in coding actually.
    the damage is handled in the raycast script, the weapon damage sends a message to the raycastscript to do the damage.
     
  6. somosky

    somosky

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    Thanks for the answer. I have one more question for you. I'm creating my own weapon selector script. Nothing is wrong with yours I just need mine to work a bit differently. I'm able to switch my weapons fine with my script the only problem I'm running into is the "Ready" animation only runs the first time I equip my weapon. If I cycle through my weapons again it goes straight to idle without the ready animation. I was wondering which script controls the playing of the "Ready" animations and what is used to trigger it? A bool?
     
  7. Mister-D

    Mister-D

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    the ready animation is triggered in each weapons shooter script.
    u need to call
    Code (CSharp):
    1. void doNormal()
    2.     {
    3.         onstart();
    4.     }
    in your selector script
     
  8. Mister-D

    Mister-D

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    im taking part of the sale next week
    all my assets will be discounted
     
    kerrmedia likes this.
  9. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
    297
    Mr D,
    I have contacted Level Boss Games, today, (as discussed).
    Please, cooperate with them, when they contact you, to make that Weapons Menu
    happen, i am a great fan of this asset, and i will cover you, for the cost.
    Can you contact them, as well, in the case they don't get back to you ?
    Michael.
     
  10. Mister-D

    Mister-D

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    ive emailed them and they never answered
     
  11. LevelBossGames

    LevelBossGames

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    Oct 26, 2016
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    Hello Mister-D,

    We have just sent you an e-mail asking for some information on the project.

    Davin
     
  12. TooManySugar

    TooManySugar

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    Did the discount take place cause I did receive no notifications and I forgot.
     
  13. Mister-D

    Mister-D

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    no , it wasnt discounted, its strange as i entered all my packs for the sale, and only a couple of them were discounted
     
  14. Mister-D

    Mister-D

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    tnx, i replied ;)
     
  15. TooManySugar

    TooManySugar

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    That makes sense cause when I even miss a discount in the store msg box I get the message. Weird that they did not add your stuff. Not yet need it so I'll keep an eye XD.

    A question tho.
    I can see the arms to be swappable with relative ease as long as these can get into mechanim + also merge with a full body but what about the weapons, is is possible to swap weapons with a similar mesh structure? or with same weapon model from another source?
     
  16. Mister-D

    Mister-D

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    dont really know the answer bout that, i never tried it.
     
    Last edited: Apr 20, 2017
  17. hopeful

    hopeful

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    There are two waves to this sale. The first wave started Monday and is expected to run through Sunday, and then the second wave ought to begin the day after (next Monday) and run through the following Sunday (April 30).

    So two weeks - counted Monday to Sunday - and two waves of sales.
     
  18. Mister-D

    Mister-D

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    aha
    didnt know that. so probably the others will be at sale later.
    tnx
     
  19. hopeful

    hopeful

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    Yeah, apparently some people received an email from Unity explaining how the sale was going to be run (in two waves), and they shared the info in another thread. Since multiple people reported receiving the same email, I guess that's how it's going to go. ;)
     
  20. Mister-D

    Mister-D

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    please dont post my mail its private , delete that please.tnx
     
    Last edited by a moderator: Apr 22, 2017
    OZAV likes this.
  21. somosky

    somosky

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    I had a few questions for you. First things first though I love your asset so thank you for it.

    Firstly I noticed the generic shooter script has a variable for "speed" and I've messed around with ithe but it doesn't seem to do anything so what does speed do exactly?

    I've also noticed some scripts like the crossbow script have a "recoil" variable and others like the generic shooter script do not. So how would I go about changing the recoil on a generic shooter scripted weapon.

    I see you are using a character controller wnd a movement script for movement. How exactly does the jumping work does the character controller send a Isgrounded message to the movement script or how exactly does jumping work? Thanks a lot.
     
  22. Mister-D

    Mister-D

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    hi

    "speed" controls the movespeed of the weapon for say: moving to aim position or run position.

    "recoil" sends a float to the cameracontrol("dorecoil" function) to rotate a bit upwards. but in some scripts(like genericshooter) i added it directly and not thru the inspector, sorry bout that ;)

    jump system uses space to jump and checks isgrounded for grounded yes.also checks a time interval to prevent "bunnyhopping"

    im working on an update
    im busy on a weapon selection script, not done but its coming along nice i think
    WeaponselectorGUI.jpg
    where horizontal icons are categories and the vertical ones all available weapons in the current selected categorie of wich the green one is the selected one.
    sound difficult but its actually pretty intuitive.
     
    Last edited: Apr 24, 2017
    OZAV and Hikiko66 like this.
  23. Mister-D

    Mister-D

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    almost finished fpsw3.2
    added a weaponselection ui
    added 1 new weapon SCAR
    fpsw32.jpg
    ill submit this weekend
     
    Hikiko66 likes this.
  24. Mister-D

    Mister-D

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    video of update, its not showing all weapons just a demo of the new selector
     
    magique and Hikiko66 like this.
  25. somosky

    somosky

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    One more question about the recoil. So I set the Recoil variable to public and see that if I change it in the inspector after it's public it switches back to it's default value of 5. Is there another script controlling what that value is and if so which script. I see no reference to it anywhere else.
     
  26. Mister-D

    Mister-D

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    the recoil is set directly in the shooter script at the aim and unaim code,
    look for input = aim , there u will find it
     
  27. JC_LEON

    JC_LEON

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    hi, i'm interested to purchase your awesome pack but before want to know i i can use your weapon with custom hands or the weapon models are integrated with hands too.. i ask for this since my player is not a super hero or a soldier so i need some custom bare hands for my game

    let me know
     
  28. Mister-D

    Mister-D

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    its not possible
    arms with weapons use legacy setup
     
  29. JC_LEON

    JC_LEON

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    oh.. my bad... weapons looks amazing animations too...
    do you plan to create a different version with bare hands?
     
  30. Mister-D

    Mister-D

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    no
     
  31. JC_LEON

    JC_LEON

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    ok thanks the same best luck for your projects
     
    Mister-D likes this.
  32. wheelbarrow

    wheelbarrow

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    Sep 12, 2011
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    Just downloaded the latest version (3.2), and the scroll wheel weapons selection is not working do I have to choose between the new weapon selector or the wheel? if so, where...using 5.6.1, thanks.
     
  33. Mister-D

    Mister-D

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    hi
    u need to press "i" to popup the inventory.and then arrow keys to switch and fire or "i" again to select
    i didnt wrote it down in the readme, sorry
     
  34. ashishkushwaha

    ashishkushwaha

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    Hi,
    Is this pack compatible with mobile platform ?
     
  35. Mister-D

    Mister-D

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    i have not tested it as i have no device.
    demoscene has no mobile controller
     
  36. tr1stan

    tr1stan

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    Hi,
    My project is multiplayer so I'm expecting animations in both first and third person view (for enemies). I saw you have 2 character models for third person view which is amazing. I have a few questions:
    1. What animation does the character have? Does it have the same animation as for the first person arms ?
    2. Does the environment in those demo videos included in this package?
    3. The arm animation is legacy rig. Do you have a plan to make it humanoid compatible so I have change to use in with different character arms?

    Thanks.
     
  37. Mister-D

    Mister-D

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    i replied to your mail
     
  38. Gametyme

    Gametyme

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    I would also like to know.
     
  39. Mister-D

    Mister-D

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    characters have locmotion and basic aim, reload and fire animations(not as detailed as the arms fire and reload)
    the environment is from the demoscene and is included
    i have no plans on making the arms humanoid rig that would require complete rework of all animations.
    so retargeting and usage of other arms and weapons is not possible
     
  40. Reiner

    Reiner

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  41. Mister-D

    Mister-D

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    i didnt know that tool, tnx for showing
    do u have a wip of your game or some screenshots, would love to see it
     
  42. Reiner

    Reiner

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    Still too early had a long time out was only recently again. If I have something useful I post it to you times
     
    Mister-D likes this.
  43. tr1stan

    tr1stan

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    Jan 23, 2009
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    How did you achieve this? I downloaded this asset it bakes mecanim animation into legacy rig. Which mean I can use any animation on Mister-D's arm assets. But it not possible to use the original legacy arms animation on others arm assets, is it?
     
  44. tr1stan

    tr1stan

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    Thank you for the reply. The full body animation sounds great! Does the character animation also including some special ones like mini gun and grenade?
     
  45. Mister-D

    Mister-D

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    yes every weapon has aim pose and fire, reload for characters
     
  46. RobsonFMaciel

    RobsonFMaciel

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    Hello @Mister-D , I believe that you have already answered this at some point here in the forum, but I will ask.
    1- Is it possible to add other weapons to your 1st person model?
    2- And as I saw some pictures of 3rd person at the beginning, is the third-person view also included in the package?
    3 - Would be easily integrated with 3rd person for example: Invector, ootti or Opsive 3rd P?

    I am very interested in your weapons are beautiful. Congratulations
     
  47. Mister-D

    Mister-D

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    hi
    its not possible to change arms or weapons for first person. i never found a good solution for this
    third person view is not scripted but it includes basic humanoid animations.
    i dont have those 3rd person controller packs so i cant really say.
     
    RobsonFMaciel likes this.
  48. RobsonFMaciel

    RobsonFMaciel

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    I understood, no problem. :) But then if I want to use only the weapons and the animations of the weapons in my own fps or tps, it is possible, correct?
     
  49. Mister-D

    Mister-D

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    yes but u will also need an IK solution like "final IK" for the aiming as there is only aim forward for each weapon in 3rd person
     
    theANMATOR2b and RobsonFMaciel like this.
  50. RobsonFMaciel

    RobsonFMaciel

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    Great, no problem, thank you.