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Easy Weapons - Most powerful weapon framework for Unity

Discussion in 'Assets and Asset Store' started by randomperson42, Jul 1, 2014.

  1. randomperson42

    randomperson42

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    Ooookay, that's odd but at least you know how to fix it now. Out of curiousity do the custom tags even exist, or is it just the Unity defaults? I know that project settings are no longer being transferred from the asset store for this category, but I didn't know that included tags. In any case you should be able to just add the "Enemy" tag to the enemy prefab and it should work.
     
  2. Baraff

    Baraff

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    OK.. So I changed it to Enemy tag while it was running. Now, when not running it is showing as undefined instead of untagged. It also seems to be working now. I can't get it to not track now.

    Only Unity defaults are showing the drop down.
     
  3. randomperson42

    randomperson42

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    Undefined? Even though you added a tag called "Enemy"?
    But it's working now though, right?
     
  4. Baraff

    Baraff

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    Previously I just selected the Enemy tag while it was running and yes it was running ok, I assume because it becomes defined while running. That would be why it was showing as undefined until runtime. I have now added the tag to the tag list and it is working as it should be.
     
    randomperson42 likes this.
  5. christougher

    christougher

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    I have a couple of issues with the beam weapon. I have an AI using a beam weapon. By sending the message to "Beam" it's acting like the fire button is being pressed repeatedly instead of being held down. Is there a way to have a beam weapon set to "on" and "off"?
    Also the damage system I use (CoreGameKit) needs my hit effect to have a collider. This ends up blocking the laser and even creeps back towards the origin point. Would it be too difficult to add a layer mask option to the beam system?
     
  6. randomperson42

    randomperson42

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    Can you send the message every frame? You might have a boolean "On" or "Off" variable in your script (AI) that sends the beam message every frame.

    For the collider, I would think you could do it on a layer mask without too much trouble, but I haven't tried.
     
  7. BuckeyeStudios

    BuckeyeStudios

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  8. randomperson42

    randomperson42

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  9. BuckeyeStudios

    BuckeyeStudios

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    ok thanks i didnt know if you used your kit in the Chaos game and if you did i didnt know if it was unity networking or photon.
     
  10. TymNetwork

    TymNetwork

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    Is it compatible with Realistic FPS kit? Most kits don't work with it...sucks.
     
  11. randomperson42

    randomperson42

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    Realistic FPS uses its own weapon system, so integrating it would take substantial work. Haven't tried though.
     
  12. Gojira96

    Gojira96

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    Hello,

    Getting these errors anytime i shoot RailGun.
    Framerate drops to minimum.
    I think it is caused by explosions.
    Any ideas how to fix it?


    Merry Christmas btw :D
     
  13. randomperson42

    randomperson42

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    Haven't seen that before.
    Does this happen in the fresh demo scene or have you made changes?
    What version of Unity are you using?
    What version of Easy Weapons?
     
  14. JBR-games

    JBR-games

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    I noticed this happening on some particle systems i downloaded using 5.3.havnt tested it with this asset yet, but I have a feeling its something to do with older shaders and the newest version of unity.
     
    Gojira96 and randomperson42 like this.
  15. hopeful

    hopeful

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    There are "Invalid AABB" errors that come from a known bug in 5.3.1 related to particle systems. It's been widely encountered and reported. So far as I know, there is no workaround or cure, except to either use a different version of Unity or don't use particles.

    There should be patches coming, and it should all be fixed up by 5.3.2.
     
    Gojira96 and JBR-games like this.
  16. JBR-games

    JBR-games

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    Good to know thanks for the update.
     
  17. Gojira96

    Gojira96

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    Unity 5.3.1f1 (64-bit),
    It happens in demo scenes as well,
    It must be a unity problem then,since it never happened before.
     
  18. randomperson42

    randomperson42

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    So if it's possible for you to use 5.2 or earlier, I would try that in the mean time.
     
  19. JBR-games

    JBR-games

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  20. RealAspireGames

    RealAspireGames

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    Hello
    I recently purchased this asset and it is truly amazing. However when I create Idle and walk animations to the weapons. It seems the weapons recoil is then deactivated. Any way to fix this issue?
     
  21. MahaGaming

    MahaGaming

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    hi can this work with 3rd person
     
  22. iddqd

    iddqd

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    Hi there, just got your asset yesterday and i think it's great.

    I was wondering what the "ShootSpot" Gameobjects are for, that are in the Weapon Prefabs? I can't find them used anywhere.

    Thanks!
     
  23. iddqd

    iddqd

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    Ah sorry, i see know, it's used for the Raycasting Weapons.
     
  24. v3nc

    v3nc

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  25. Hoarmurath

    Hoarmurath

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    is it possible to change the casing model?
     
  26. randomperson42

    randomperson42

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  27. randomperson42

    randomperson42

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    What do you mean? Are you referring to the model for shell ejection? If so just change the "Shell" prefab slot in the Effects area.
     
  28. randomperson42

    randomperson42

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    What do you mean? It was just on sale recently.
     
  29. ApexofReality

    ApexofReality

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    Whoops my bad im just wondering whats in your future roadmap and what ai assets you have intergration with
     
  30. randomperson42

    randomperson42

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    EW used to be integrated with Shooter AI by Gateway Games which no longer exists, but isn't currently integrated out-of-the-box with AI. Nothing major on the roadmap for now.
     
  31. ApexofReality

    ApexofReality

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    So if i were to try to add Node AI for example i would have to intergate it myself right
     
  32. randomperson42

    randomperson42

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    Probably. I haven't tried it, so I have no idea how much effort it would take.
     
  33. ApexofReality

    ApexofReality

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    Is there such thing as ammo containers or mags or is that also needed to be programmed?
     
  34. randomperson42

    randomperson42

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    You can control ammo but to have physical objects that represent magazines you would need to probably add some functionality.
     
  35. Hedonsoft

    Hedonsoft

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    Hi. I'm trying to create a variable for startingAmmo but when I add this to Weapon.cs and WeaponEditor.cs it doesn't show up in the inspector. How do I do this?
     
  36. randomperson42

    randomperson42

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    The Weapon.cs script is being controlled by the Weapon Editor script. Make sure variables are added to both. Check out this tutorial if you're unsure about this:
     
  37. arie1994

    arie1994

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    I don't know if this post is still alive but I would have to try my luck.
    I have two weird problems-
    1. Not every shot spawns a bullet hole- I tried to change pool size, and looked at the code but can't find a solution.
    2. Everything is ok if I use the weapon in first person, but when I attach it to an NPC's hand the muzzle fx and the shell spit
    has the weirdest offset- and I have to find a solution in runtime by trial and error, moving the origin around, and it's not a normal offset, it feels like its in the wrong space or something.
    Did anybody have a similar problem?
     
  38. therewillbebrad

    therewillbebrad

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    I know this asset is a bit old but I'm trying to get it to where I can see custom unity events in the inspector. IE have custom unity inspector events fire whenever I fire the weapon. Thanks!
     
  39. Mad_Mark

    Mad_Mark

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    Last post was over a year ago... Asset is no longer author supported...

    HOWEVER, this asset is EXCELLENT. Is there a paid derivative of this asset that is still supported? I rate this right up there with UFPS 1.x, which I laid out the $250 for all the add-ons before it was sold off to the next developer who wanted another $300 for the next version. No thanks...

    I am trying to implement some of the missing functionality that should have been in this asset from the start. Simple seeming things like limited magazines, hand-grenades, more than 9 weapons, melee, etc.

    Has anyone already done this, and if so, shared their code? I mean, I can't be the only one that likes this asset, and it has been around for quite some time. It would be nice to expedite my efforts.

    Mark