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animated fps weapons

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

  1. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    :( Thanks
     
  2. BuckeyeStudios

    BuckeyeStudios

    Joined:
    Oct 24, 2013
    Posts:
    104
    any chance this will be on sale i really want but only have $57.37 left on my paypal card
     
  3. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    im not planning to have a sale
     
    99thmonkey likes this.
  4. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    almost ready to submit
    heres a screen of the new demoterrain and 1 of the new guns
    fpsupdatescreen.jpg
     
    jayimagination likes this.
  5. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
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    537
    Looks pretty cool
     
  6. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
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    having fun with ragdolls

     
    jayimagination and 99thmonkey like this.
  7. SuperNewbee

    SuperNewbee

    Joined:
    Jun 2, 2012
    Posts:
    196
    Demo looks fun.

    I now use this as my default character controller for everything :)
     
  8. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
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    it is fun,
    ive also added falldamage.
    its funny people like the controller as im not very good at coding ;)
    next thing i would like to add is moving platform support.
    ill submit the update this weekend.
     
  9. BuckeyeStudios

    BuckeyeStudios

    Joined:
    Oct 24, 2013
    Posts:
    104
    I broke down and added money to my prepaid card.. I know you said you didn't make this for the player controller but if possible could you make it more modal. If you don't want to I plan on doing it myself maybe I could send it to you as I separate it and if you liked it you could added it.
    Also would it be possiable to get wield and unwield aniamations.
     
  10. BuckeyeStudios

    BuckeyeStudios

    Joined:
    Oct 24, 2013
    Posts:
    104
    here is what the root of my character looks like now. This lets users change bits and pieces with out messing everything up it uses an event system
     
  11. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    453
    It's very bad to have so many scripts for Mobile, I use only 3 scripts and it's enough
     
  12. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    hello
    wield and unwield will be added in next updtae
    i kindof like my setup how it is now, but im nothing stopping u to adjust it to your liking.
     
    99thmonkey likes this.
  13. BuckeyeStudios

    BuckeyeStudios

    Joined:
    Oct 24, 2013
    Posts:
    104
    Thanks
     
  14. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    453
    I have many Android's users with a strange issue with snapdragon600 and 800.
    I can't reproduce this graphic bug on my 3 Android phone(no snapdragon 600 or 800) do you have a idea?
     

    Attached Files:

  15. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    hi menfou
    i never had this bug, when does it happen?
    i also dont have a android device so i cant test it
     
  16. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    finished update 2.5
    heres a quick preview video

    ill do some more tests and submit it tommorow,
     
  17. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    the update is live :)
     
    bubigame and ikojp like this.
  18. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    if anyone uses unity 5.3.2 u will get obsolete warnings so to get rid of them
    change triggerdamage script to this:
    Code (CSharp):
    1.  
    2. public class triggerdamage : MonoBehaviour {
    3.     public float damage = 5f;
    4.     public Transform particles;
    5.     public Transform bloodparticles;
    6.     public AudioClip impactsound;
    7.     public AudioSource myAudioSource;
    8.     private AnimationCurve curve;
    9.     public bool setOn ;
    10.     void Start()
    11.     {
    12.         curve = new AnimationCurve ();
    13.         curve.AddKey(0.0f,0.1f);
    14.         curve.AddKey(0.75f,1.0f);
    15.         myAudioSource.Stop();
    16.     }
    17.     void Update()
    18.     {
    19.         if(! setOn)
    20.         {
    21.            
    22.             myAudioSource.Stop();
    23.             ParticleSystem[] particleSystems;
    24.             particleSystems = particles.GetComponentsInChildren<ParticleSystem>();
    25.             foreach (ParticleSystem particle in particleSystems)
    26.             {
    27.                 var em = particle.emission;
    28.                 em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    29.  
    30.             }
    31.             ParticleSystem[] bloodparticleSystems;
    32.             bloodparticleSystems = bloodparticles.GetComponentsInChildren<ParticleSystem>();
    33.             foreach (ParticleSystem particle in bloodparticleSystems)
    34.             {
    35.                 var em = particle.emission;
    36.                 em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    37.             }
    38.         }
    39.     }
    40.     void OnCollisionStay(Collision other) {
    41.        
    42.         if (setOn)
    43.         {
    44.             if (other.gameObject.tag == "flesh")
    45.             {
    46.                 ParticleSystem[] bloodparticleSystems;
    47.                 bloodparticleSystems = bloodparticles.GetComponentsInChildren<ParticleSystem>();
    48.                 foreach (ParticleSystem particle in bloodparticleSystems)
    49.                 {
    50.                     var em = particle.emission;
    51.                     em.rate= new ParticleSystem.MinMaxCurve(8f,curve);
    52.                 }
    53.                 if (!myAudioSource.isPlaying)
    54.                 {
    55.                     myAudioSource.clip = impactsound;
    56.                     myAudioSource.loop = true;
    57.                     myAudioSource.volume = 1;
    58.                     myAudioSource.Play ();
    59.                 }
    60.                 other.transform.SendMessageUpwards ("Damage",damage * Time.deltaTime, SendMessageOptions.DontRequireReceiver);
    61.             }
    62.             else
    63.             {
    64.                 ParticleSystem[] particleSystems;
    65.                 particleSystems = particles.GetComponentsInChildren<ParticleSystem>();
    66.                 foreach (ParticleSystem particle in particleSystems)
    67.                 {
    68.                     var em = particle.emission;
    69.                     em.rate= new ParticleSystem.MinMaxCurve(20f,curve);
    70.                 }
    71.                 if (!myAudioSource.isPlaying)
    72.                 {
    73.                     myAudioSource.clip = impactsound;
    74.                     myAudioSource.loop = true;
    75.                     myAudioSource.volume = 1;
    76.                     myAudioSource.Play ();
    77.                 }
    78.                 other.transform.SendMessageUpwards ("Damage",damage * Time.deltaTime, SendMessageOptions.DontRequireReceiver);
    79.             }
    80.  
    81.         }
    82.         else
    83.         {
    84.             ParticleSystem[] particleSystems;
    85.             particleSystems = particles.GetComponentsInChildren<ParticleSystem>();
    86.             foreach (ParticleSystem particle in particleSystems)
    87.             {
    88.                 var em = particle.emission;
    89.                 em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    90.             }
    91.             ParticleSystem[] bloodparticleSystems;
    92.             bloodparticleSystems = bloodparticles.GetComponentsInChildren<ParticleSystem>();
    93.             foreach (ParticleSystem particle in bloodparticleSystems)
    94.             {
    95.                 var em = particle.emission;
    96.                 em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    97.             }
    98.             myAudioSource.Stop ();
    99.         }
    100.     }
    101.    
    102.     void OnCollisionExit()
    103.     {
    104.         ParticleSystem[] particleSystems;
    105.         particleSystems = particles.GetComponentsInChildren<ParticleSystem>();
    106.         foreach (ParticleSystem particle in particleSystems)
    107.         {
    108.             var em = particle.emission;
    109.             em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    110.         }
    111.         ParticleSystem[] bloodparticleSystems;
    112.         bloodparticleSystems = bloodparticles.GetComponentsInChildren<ParticleSystem>();
    113.         foreach (ParticleSystem particle in bloodparticleSystems)
    114.         {
    115.             var em = particle.emission;
    116.             em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    117.         }
    118.         myAudioSource.Stop ();
    119.     }
    120.    
    121. }
    122.  
    and change flamethrower script to this :
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4.  
    5. public class flamethrower : MonoBehaviour {
    6.  
    7.     public Vector3 normalposition;
    8.     public Vector3 aimposition;  
    9.     public Vector3 retractPos;
    10.    
    11.     public float aimFOV = 45f;
    12.     public float normalFOV  = 65f;
    13.     public float weaponnormalFOV = 32f;
    14.     public float weaponaimFOV  = 20f;
    15.     public float speed = 1f;
    16.  
    17.  
    18.     public AudioSource myAudioSource;
    19.  
    20.    
    21.     public AudioSource fireAudioSource;
    22.     public AudioClip emptySound;
    23.     public AudioClip fireSound;
    24.     public Transform flames;
    25.     public AudioClip readySound;
    26.     public AudioClip reloadSound;
    27.    
    28.    
    29.     public float ammoToReload = 100f;
    30.  
    31.     public float ammo = 200f;
    32.     public float currentammo= 100f;
    33.  
    34.     public AnimationClip fireAnim;
    35.     public float fireAnimSpeed = 1.1f;
    36.  
    37.     public AnimationClip reloadAnim;
    38.     public AnimationClip readyAnim;
    39.  
    40.     public AnimationClip hideAnim;
    41.  
    42.  
    43.  
    44.     public Camera weaponcamera;
    45.  
    46.     public float runXrotation = 20;
    47.     private float nextField;
    48.     private float weaponnextfield;
    49.  
    50.  
    51.     private Vector3 wantedrotation;
    52.     private bool canaim = true;
    53.  
    54.     private bool canfire = true;
    55.     private bool canreload = true;
    56.     private bool retract = false;  
    57.     private bool isreloading  = false;
    58.     public Transform grenadethrower;
    59.     private AnimationCurve curve;
    60.     public Transform player;
    61.     void Start()
    62.     {
    63.         curve = new AnimationCurve ();
    64.         curve.AddKey(0.0f,0.1f);
    65.         curve.AddKey(0.75f,1.0f);
    66.         nextField = normalFOV ;
    67.         weaponnextfield = weaponnormalFOV;
    68.         GetComponent<Animation>().Stop();
    69.         onstart();
    70.  
    71.     }
    72.     void Update ()
    73.     {
    74.        
    75.  
    76.         float step = speed * Time.deltaTime;
    77.        
    78.         float newField = Mathf.Lerp(Camera.main.fieldOfView, nextField, Time.deltaTime * 2);
    79.         float newfieldweapon = Mathf.Lerp(weaponcamera.fieldOfView, weaponnextfield, Time.deltaTime * 2);
    80.         Camera.main.fieldOfView = newField;
    81.         weaponcamera.fieldOfView = newfieldweapon;
    82.         float Xtilt = Input.GetAxisRaw("Mouse Y") * 20f * Time.smoothDeltaTime;
    83.         float Ytilt = Input.GetAxisRaw("Mouse X") * 20f * Time.smoothDeltaTime;
    84.  
    85.         if (Input.GetButton("ThrowGrenade") && GetComponent<Animation>()[fireAnim.name].speed == 0f)
    86.         {
    87.             StartCoroutine(setThrowGrenade());
    88.         }
    89.         if (retract)
    90.         {
    91.             canfire = false;
    92.             canaim = false;
    93.             transform.localPosition = Vector3.MoveTowards(transform.localPosition, retractPos, 5 * Time.deltaTime);
    94.             weaponnextfield = weaponnormalFOV;
    95.             nextField = normalFOV;
    96.         }
    97.         playercontroller playercontrol = player.GetComponent<playercontroller>();
    98.         weaponselector inventory = player.GetComponent<weaponselector>();
    99.         inventory.currentammo = Mathf.RoundToInt(currentammo);
    100.         inventory.totalammo = Mathf.RoundToInt(ammo);
    101.         if (playercontrol.running)
    102.         {
    103.             canfire = false;
    104.  
    105.             wantedrotation = new Vector3(Xtilt + runXrotation,Ytilt,0f);
    106.  
    107.         }
    108.         else
    109.         {
    110.             canfire = true;
    111.  
    112.             wantedrotation = new Vector3(Xtilt,Ytilt,0f);
    113.  
    114.         }
    115.  
    116.         transform.localRotation = Quaternion.Lerp(transform.localRotation,Quaternion.Euler(wantedrotation),5f * Time.deltaTime);
    117.  
    118.         if ((Input.GetButton("Aim")||     Input.GetAxis("Aim") > 0.1) && canaim && !playercontrol.running)
    119.         {
    120.  
    121.  
    122.             transform.localPosition = Vector3.MoveTowards(transform.localPosition, aimposition, step);
    123.             weaponnextfield = weaponaimFOV;
    124.             nextField = aimFOV;
    125.  
    126.         }
    127.         else
    128.         {
    129.            
    130.  
    131.            
    132.             transform.localPosition = Vector3.MoveTowards(transform.localPosition, normalposition, step);
    133.             weaponnextfield = weaponnormalFOV;
    134.             nextField = normalFOV;
    135.  
    136.         }
    137.        
    138.        
    139.        
    140.        
    141.  
    142.         if ((Input.GetButton("Fire1") || Input.GetAxis ("Fire1")>0.1) && canfire && !isreloading && !GetComponent<Animation> ().IsPlaying (readyAnim.name)&& !GetComponent<Animation> ().IsPlaying (hideAnim.name))
    143.         {
    144.            
    145.             currentammo -= 5f * Time.deltaTime;
    146.             ParticleSystem[] particleSystems;
    147.             particleSystems = flames.GetComponentsInChildren<ParticleSystem>();
    148.             foreach (ParticleSystem particle in particleSystems)
    149.             {
    150.                 var em = particle.emission;
    151.                 em.rate= new ParticleSystem.MinMaxCurve(100f,curve);
    152.             }
    153.             if (!fireAudioSource.isPlaying)
    154.             {
    155.                 fireAudioSource.clip = fireSound;
    156.                 fireAudioSource.loop = true;
    157.                 fireAudioSource.Play();
    158.             }
    159.            
    160.             GetComponent<Animation>()[fireAnim.name].speed = fireAnimSpeed;
    161.            
    162.             GetComponent<Animation>().Play(fireAnim.name);
    163.            
    164.            
    165.         }
    166.         else
    167.         {
    168.             ParticleSystem[] particleSystems;
    169.             particleSystems = flames.GetComponentsInChildren<ParticleSystem>();
    170.             foreach (ParticleSystem particle in particleSystems)
    171.             {
    172.                 var em = particle.emission;
    173.                 em.rate= new ParticleSystem.MinMaxCurve(0,curve);
    174.             }
    175.             fireAudioSource.Stop();
    176.             GetComponent<Animation>()[fireAnim.name].speed = 0f;
    177.            
    178.         }
    179.         if (currentammo  <= 0f )
    180.         {  
    181.            
    182.             if (ammo <= 0f)
    183.             {
    184.                 canfire = false;
    185.                 canreload = false;
    186.                 if ((Input.GetButton("Fire1") && canfire || Input.GetAxis ("Fire1")>0.1) && !myAudioSource.isPlaying )
    187.                 {
    188.                     myAudioSource.PlayOneShot(emptySound);
    189.                 }
    190.                 else
    191.                 {
    192.                     canreload = true;
    193.                 }
    194.             }
    195.             else
    196.             {
    197.                 reload();
    198.             }
    199.            
    200.            
    201.         }
    202.        
    203.        
    204.     }
    205.    
    206.     void doRetract()
    207.     {
    208.         GetComponent<Animation>().Play(hideAnim.name);
    209.     }
    210.    
    211.     void onstart()
    212.     {
    213.         myAudioSource.Stop();
    214.         fireAudioSource.Stop();
    215.  
    216.  
    217.  
    218.        
    219.         GetComponent<Animation>().Stop();
    220.         if (isreloading) {
    221.             reload ();
    222.         }
    223.         else
    224.         {
    225.  
    226.  
    227.  
    228.             myAudioSource.clip = readySound;
    229.             myAudioSource.loop = false;
    230.             myAudioSource.volume = 1;
    231.             myAudioSource.Play ();
    232.  
    233.             GetComponent<Animation> ().Play (readyAnim.name);
    234.             canaim = true;
    235.             canfire = true;
    236.         }
    237.        
    238.     }
    239.  
    240.    
    241.     void reload()
    242.     {
    243.  
    244.  
    245.  
    246.  
    247.  
    248.         if (canreload && !isreloading) {
    249.  
    250.  
    251.             StartCoroutine(setreload (GetComponent<Animation>()[reloadAnim.name].length));
    252.            
    253.             myAudioSource.clip = reloadSound;
    254.             myAudioSource.loop = false;
    255.             myAudioSource.volume = 1;
    256.             myAudioSource.Play();      
    257.  
    258.             GetComponent<Animation> ().Play(reloadAnim.name);
    259.            
    260.  
    261.  
    262.             ammoToReload = Mathf.Clamp (ammoToReload, ammoToReload, ammo);
    263.            
    264.             ammo -= ammoToReload;
    265.             currentammo += ammoToReload;
    266.  
    267.  
    268.  
    269.  
    270.         }
    271.  
    272.  
    273.  
    274.     }
    275.    
    276.    
    277.  
    278.     void doNormal()
    279.     {
    280.  
    281.  
    282.         onstart();
    283.     }
    284.  
    285.  
    286.  
    287.     IEnumerator setreload(float waitTime)
    288.     {
    289.         weaponselector selector = player.GetComponent<weaponselector>();
    290.         selector.canswitch = false;
    291.         isreloading = true;
    292.         playercontroller playercontrol = player.GetComponent<playercontroller>();
    293.         playercontrol.canclimb = false;
    294.         canaim = false;
    295.         yield return new WaitForSeconds (waitTime);
    296.         isreloading = false;
    297.         canaim = true;
    298.         selector.canswitch = true;
    299.         playercontrol.canclimb = true;
    300.        
    301.     }
    302.  
    303.     IEnumerator setThrowGrenade()
    304.     {
    305.         retract = true;
    306.         grenadethrower.gameObject.SetActive(true);
    307.         grenadethrower.gameObject.BroadcastMessage("throwstuff");
    308.         yield return new WaitForSeconds(grenadethrower.GetComponent<Animation>()["throwAnim"].length);
    309.         retract = false;
    310.         canaim = true;
    311.         grenadethrower.gameObject.SetActive(false);
    312.     }
    313.  
    314.  
    315.  
    316. }
    317.  
     
    jayimagination and Newbies-Unity like this.
  19. Newbies-Unity

    Newbies-Unity

    Joined:
    Nov 19, 2015
    Posts:
    22
    :D Cool.I still waiting Sci Fi Weapon and 3rd Person With Sci Fi Weapon from you! Hope it will be coming soon !
     
  20. 99thmonkey

    99thmonkey

    Joined:
    Aug 10, 2012
    Posts:
    525
    @Mister D Will you be doing a hotfix with an update containing the corrected scripts?
     
  21. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    ill resubmit the package for 5.3.2 next week
    it wont be soon im to busy at the moment
     
  22. zugsoft

    zugsoft

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    I am waiting for a new scifi Assets too :)
     
  23. Mister-D

    Mister-D

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    ok, what types? fallout post apo style? doom style? halo style?
     
  24. zugsoft

    zugsoft

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    Halo5 weapons will be awesome.
    You can just change the arm texture and keep your old arm model.
     

    Attached Files:

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  25. Mister-D

    Mister-D

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    im going to update all my packages to unity 5 the upcoming two weeks, after that ill get started, so u will need some patience
     
  26. Newbies-Unity

    Newbies-Unity

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    Halo 5 weapons will be awesome. :D
     
  27. 99thmonkey

    99thmonkey

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    CQ16 - Please fix the scope so that it's see through.
     
  28. Mister-D

    Mister-D

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    ok will do
     
  29. 99thmonkey

    99thmonkey

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    Nevermind - I see how you did it with the extra camera. I will just set up mine the same. My bad
     
  30. Mister-D

    Mister-D

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    no problem, i allready made it hollow so u will be able to choose between render texture or just an alpha
     
  31. Mister-D

    Mister-D

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  32. 99thmonkey

    99thmonkey

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    Mister-D likes this.
  33. b4c5p4c3

    b4c5p4c3

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    Mister-D likes this.
  34. Mister-D

    Mister-D

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    a teaser screen of what to expect in the update(ill post a video later this week)
    -1 new weapon
    -1 alien bug model to shoot at
    -i also did some more work on the environment
    creepers.jpg
     
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  35. Mister-D

    Mister-D

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    heres a video

    version submitted and pending review
     
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  36. zugsoft

    zugsoft

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    I like this new shotgun, but I have to change the damage in my Game for the old shotguns :D
    With the old shotgun, I could kill a zombie with 1 shot, but this new shotgun is 2x more powerfull, so thie old shotgun must be 2x less powerfull.

    What do you think about create 2 pistols, with 1 pistol in each hand ?
     
  37. Mister-D

    Mister-D

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    the update should be live soon,
    i thought of akimbo(twohanded) pistols before but i could not get the scripting part good for them. i ll add them in the next update, but i will use the pistol model i allready have for them.
     
  38. zugsoft

    zugsoft

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    With old pistol is perfect, I will modify your genericshoot script for you.
     
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  39. Mister-D

    Mister-D

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    im making a glock for dual weild. modifing the generic shooter script for me would be nice ;)
     
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  40. b4c5p4c3

    b4c5p4c3

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    I'm really enjoying this asset i never get bored of it. I have one question though. Is your "Western Weapons pack" compatible with the "FPS Weapons pack". I mean can i reuse the weapons and animations from the Western Pack with the FPS model??? ( I love the revolver and rifle models and animations)

    Also In case you are out of ideas :) i'll leave some for this or other add-on packages.

    These are the ones i really like to see soon.
    ---------------------------------------------------------------------------------------
    - A Flashlight (For looking around and also smashing some heads with it)(I thought about replacing the knife with a flashlight but it looks weird)

    - A Shield (Riot, Assault) (I'd love to crush some zombies heads with my shield)


    These are in case you want to make an expansion pack
    ----------------------------------------------------------------------------------------

    - This is not a weapon but i'd love if you make some simple spell casting animation (FPS heroes can cast spells like bioshock)


    - 2 Hand animation of a mounted machine gun.



    - A Grapple Hook


    - Soldier Sniper Clothe (with lot of grass for hiding in the bushes)
    - Molotov Cocktail
    - Remote Bomb Detonation ( Animation for throwing the bomb, mine, c4, whatever. Another animation using the detonator)
    - Bow
    - Spear
    - Javelin
     
  41. zugsoft

    zugsoft

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    Molotov cocktail will be amazing , and a animation for each weapon when we could punch the head with the cross
     
  42. Mister-D

    Mister-D

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    i dont think the western pack is compatible with the fps weapons pack.
    a flash light and a shield are good ideas, ill think about it ;)
    ill also add a molotov cocktail
     
  43. Mister-D

    Mister-D

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    here are the akimbo glocks firing
    akimbofireloop.gif
     
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  44. Mister-D

    Mister-D

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    heres a video of them in action
     
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  45. QuadMan

    QuadMan

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    This is freaking awesome, did you planned to add more SMG like P90 or MP7?
     
  46. Mister-D

    Mister-D

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    hi, thank u,

    a lot of work has gone into the package,and its beginning to show off ;)

    im not planning on adding more smg's for now
     
  47. Mister-D

    Mister-D

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    version 2.6 is live
    ill submit 2.7 with the dual pistols and molotov cocktail next week
     
  48. zugsoft

    zugsoft

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    I updated my game with your last version

    VirusInfection3 Webplayer

    Awesome package, if I could rate it 6* I will do :D

    Do you think my game will be cool on PC and MAC by Steam ?
     
    Last edited: Mar 15, 2016
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  49. Mister-D

    Mister-D

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    love the music and that one parading zombiewalk animation.
    a pc version would be cool but that is something u should decide. maybe if u can get enough variation in the levels i think it would work, and also maybe some sort of story to tell
    but i dont know, i never finished a game so i m not the ideal person to ask ;)
    keep it up
     
  50. b4c5p4c3

    b4c5p4c3

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    Did you use a controller like UFPS??