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FPS Constructor - Makes creating an FPS easy!

Discussion in 'Assets and Asset Store' started by Jason_DB, Dec 30, 2011.

  1. AussieBoss

    AussieBoss

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    Nov 4, 2013
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    Deleting all of my assets just made even more errors... Alot like "Terrain splat 0 is null" I still get the JoystickDB errors and warnings from ImportFBX... Maybe I should just delete and reinstall unity... Would deleting the entire assets file work?
     
  2. AussieBoss

    AussieBoss

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    Nov 4, 2013
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    Ok, so I've deleted unity and I am reinstalling it now. Even after I deleted FPS Constructor, I still got compiler errors, so hopefully it wasn't to do with the asset. I'll update on how it goes on an un-tinkered with unity.
     
  3. AussieBoss

    AussieBoss

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    Nov 4, 2013
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    The compiler errors have been fixed, thank god, but I've found that the documentation is a little outdated on the dastardly banana site, as alot of the files it says are there under "Player" are not, I'm having trouble locating where to put a weapon in under the player... Under "Player" I have "Weapon Camera" and then Circle Crosshair, Gun Motion, and its child Avoider, then Launcher Crosshair and lastly main cam, but I dont know where to put the gun model...
     
  4. Jason_DB

    Jason_DB

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    Nov 30, 2008
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    @AussieBoss

    You can drag a new weapon under the 'PlayerWeapons' object, or under the 'Avoider' object if you want weapon sway and avoidance.
     
  5. AussieBoss

    AussieBoss

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    Thanks Jason. One more question, after I dragged the M1911 model under the avoider, The gun appears in the character's Point of view while not playing, but when playing, it disappears... Here are some pictures (Don't view the pictures in the "Attached" part, only the ones below, as the others dont work.
    $11.png
    $33.png

    EDIT: Suspiciously, a Component on the top level of the M1911 called "WeaponDisplay.js" swicthes itself off every time I go into playmode. That might be the reason It wont display itself in playmode, but I don't know how to stop it doing this anyway...
     

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    • $22.png
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    Last edited: Nov 7, 2013
  6. marshallllahsram

    marshallllahsram

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    Aug 21, 2013
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    I press tab all the time and it never works!!!!! please fix this!!!! :eek:
     
  7. marshallllahsram

    marshallllahsram

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    Aug 21, 2013
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    9
    Aahhh i can't picup the weapons plaz help!!!!
     
  8. Jason_DB

    Jason_DB

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  9. Aiursrage2k

    Aiursrage2k

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    Wow too bad, was a great package.
     
  10. Stavros-Dimou

    Stavros-Dimou

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    Nov 18, 2013
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  11. davew175

    davew175

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    Aug 10, 2008
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    I just tested with Unity 4.3 and you're right, the pickup doesn't work. I'll look into it and post a fix as soon as I can.

    Has anybody already figured this out?
     
  12. Stavros-Dimou

    Stavros-Dimou

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    Nov 18, 2013
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    I found a workaround for my previous problem,but now another one popped up.
    I followed this tutorial: http://dastardlybanana.com/Docs/FPS...Configuration/Weapon_Models.html&lastnode=610

    The problem is that after configuring and doing everything this tutorial says,when I hit "play" on the game window,the gun disappears!
    It just isn't visible. But when the play button isn't pressed,the gun seems to be right there in the preview window. I have parented the gun to the weapon camera,to the player. What's wrong ? What am I missing ?
     
  13. John_VI

    John_VI

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    Dec 11, 2013
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    Has any one else noticed that the guns wont hit at a certain range no matter what range you set.
     
  14. AdroV20

    AdroV20

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    Dec 12, 2013
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    Its FREE? Can I use this in my game, and then sell it?
     
    Last edited: Dec 12, 2013
  15. StalledSanity

    StalledSanity

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    Feb 19, 2013
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    Does anyone know what the setup is for alt-fire? The online demo has alt-fire tied to the tilde key, but there's nothing in the docs or the demo that comes with the package.
     
  16. John_VI

    John_VI

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    (stalledsanity) What you need to do is put another gun script on and then in the first gunscript on the same object you should see alt-fire properties reference the second gun script in there.
     
    Last edited: Dec 19, 2013
  17. StalledSanity

    StalledSanity

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    @John_VI I've done that. It isn't the problem. I'm looking for the input key that changes between rifle fire and the under-barrel grenade launcher while in-game. The online demo has the key set to the ~ key, but in the demo that comes with the package it isn't set up, and there's nothing in the docs for the input setup.
     
  18. StalledSanity

    StalledSanity

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    Nevermind. I figured it out. Apparently the Fire2 and Aim inputs are both tied to left alt and Fire2 is the input used to switch between fire modes and the Aim input over-rides it.
     
  19. z3nth10n

    z3nth10n

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    Can somebody make a C# version of this?
     
  20. CGCxXSMALLSXx

    CGCxXSMALLSXx

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    Aug 30, 2012
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    really appreciate it man!
     
  21. kool

    kool

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    Jan 26, 2014
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    can some one post tutorials or give a inputmanager
     
  22. enzoravo

    enzoravo

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    Jun 25, 2013
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    hi i'm following the documentation for a quick start, i have put on my level the "Manager" and the "player" game objects, configured the input and the layers.

    then i took the M1911 and the MAS_36 and i put them into the "PlayerWeapons" script array

    i try to run the game but no weapon is show, i'm receiving this message in the console

    Code (csharp):
    1.  
    2. BroadcastMessage SelectWeapon has no receiver!
    3. UnityEngine.GameObject:BroadcastMessage(String)
    4. PlayerWeapons:ActivateWeapon() (at Assets/Plugins/FPS Constructor V1/ScriptsDB/WeaponScripts/PlayerWeapons.js:197)
    5. PlayerWeapons:Start() (at Assets/Plugins/FPS Constructor V1/ScriptsDB/WeaponScripts/PlayerWeapons.js:64)
    6.  
    any help or advice to get this working ?

    thanks in advance for the help.
     
  23. mayhayoo

    mayhayoo

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    Feb 9, 2014
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    1
    I have the same problem :/ Any way to fix that?
     
    Last edited: Feb 9, 2014
  24. BeastPro

    BeastPro

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    May 26, 2013
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    I Love it :D Thumbs up.
     
  25. radiumskull

    radiumskull

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    Feb 23, 2014
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    I haven't yet. Using Unity 4.34f1. Just downloaded FPS Creator, imported it into my project, added all the necessary layers (I think), and the Inputs, including the Store Button (which is no longer complaining).

    Still can't pick up weapons in the DemoScene. Help!
     
    Last edited: Feb 23, 2014
  26. corei5unity

    corei5unity

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  27. Brensdumb

    Brensdumb

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    Mar 13, 2013
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    Hello, first I would like to thank you on releasing this to the unity asset store, it is fantastic. I have one question I could hope you can help me with. Can you tell me how to enable and unlock the cursor? I have been trying to figure it out, but I have had no luck. Thank you.
     
  28. Cornerstone

    Cornerstone

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    Feb 24, 2014
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    1
    Downloaded the package from asset store, first impression was that it's an amazing package, Here's the story, I made a first person horror game out of the FPS constructor, I only want to use the Pistol on my game nothing else, almost finished but the problem lies in the Build process, whenever I build my game - Web Player version - I noticed that the Pistol Gunscript values resets to its default values, the script's initialized values, for instance, the reload speed and the ammo completely changed in the Inspector but when I run the build Web Player version the values revert to default. Did I miss something important that should have been implemented - I have read the docs - or Do I need to do extra configurations within the Unity Editor? Please help me!!!
     
  29. BeastPro

    BeastPro

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    May 26, 2013
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    i have it and like it but the inputs don't work right. nor does the store
     
  30. NateBestDevRocks

    NateBestDevRocks

    Joined:
    May 31, 2014
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    I am wondering how to use this because I imported it and nothing happens it just shows the asset in Unity. If I am supposed to just put everything together myself can someone please help me do that? Also what do you shoot zombies or other people if its multiplayer or bots. Please help it would be greatly appreaciated.

    Thanks!
     
  31. Darth Futuza

    Darth Futuza

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    Jun 21, 2014
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    The site appears to be down, is the documentation for this available somewhere offsite?

    EDIT: A̶h̶a̶,̶ ̶t̶h̶e̶r̶e̶'̶s̶ ̶a̶ ̶p̶d̶f̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶a̶s̶s̶e̶t̶s̶.̶ Dangit. There's nothing in it, but some links.
     
    Last edited: Jun 21, 2014
  32. simonii

    simonii

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    Yes the site is down, are there any tutorials anywhere else?
     
  33. GDI_Commando

    GDI_Commando

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    Mar 28, 2013
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    Don't know if anyone reads this topic still (if not then I apologise for the post) the problem regarding not being able to pick up weapons is fixed by having the "Interact" button and "Pickup" button both set to tab in the input settings
     
  34. shadowyblade

    shadowyblade

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    Aug 12, 2014
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    1
     
  35. bobaustin122227

    bobaustin122227

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    Sep 20, 2014
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    does anyone now how to fix the bug where i can't pick up the weaponds
     
  36. bobaustin122227

    bobaustin122227

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    what do i do if u can't equip my weapon
     
  37. Gokushivum

    Gokushivum

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    Oct 21, 2014
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    I'm so confused someone help me. Skype archanac2 It will appear as Gokushivum can someone help me with using this. I cant figure out how this works correctly. The player prefab is genuinely messed up for me. PLEASE HELP
     
  38. teamtino

    teamtino

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    Oct 16, 2014
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    I just downloaded this (the free one) but sadly the player wont seem to move or look around. im not sure if its the player or the scripts itself. I tried loading the demo level to see if that would work however it did not. Is there a certain series of events i need to do to make this run or could someone more experienced with unity tell me how to make this work? thanks and sorry for not being more specific, upon startup of the demo scene, the character falls a foot or two (as expected), but then hits the ground and doesn't move. Sorry and thanks, looking forward to using this program.
     
  39. teamtino

    teamtino

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    Oct 16, 2014
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    Hello, the fps constructor isn't working for me. upon startup, the player hits the ground (as expected) and doesn't move or look. I don't know if it's just the player prefab/ a scripting error, or if im doing something wrong. I tried in the demo scene too and it did not work. please help I am eager to use this product. I have unity 4.5 if that helps at all for anyone who can point me the right way. thanks!
     
  40. Gokushivum

    Gokushivum

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    Oct 21, 2014
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    You have to use the "manager" dont ask me how to activate guns i dont know how to do that
     
  41. saibotcirclehill

    saibotcirclehill

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    Oct 5, 2014
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    What was your fix for the previous problem? I'm getting it as well.
     
  42. lst

    lst

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    Apr 21, 2014
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    To fix items pickup: go to project configuration, input and assign following buttons names:
    "Store" (for example to T)
    "Interact" (for example to F) <- this will pickup stuff
     
  43. MixGrey

    MixGrey

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    Dec 23, 2014
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  44. Adnan601

    Adnan601

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    Nov 17, 2014
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    fps constructor manual is not availble plz help
     
  45. Endyman

    Endyman

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    Jan 12, 2014
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    This may be considered a necro, but I have a couple of questions concerning this asset. First, why does the range on hitscans act so oddly? I have a sniper rifle, but it's practically useless because it can't hit anything fifty feet away. All the accuracy settings are turned to 0. Second, where on earth did the documentation go? I realize the OP has dropped support for the website, but is there a mirror?
     
  46. waseem2bata

    waseem2bata

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    documentation ?
     
  47. manhtuan91

    manhtuan91

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    Aug 11, 2014
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    Reupload documentation. please :D
    Thank you.
     
  48. GamerDude565

    GamerDude565

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    May 23, 2015
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    do you have tutorials on this program? I need help.
     
  49. GamerDude565

    GamerDude565

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    May 23, 2015
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    I'm trying out the demo, but it keeps glitching
     
  50. the_Bad_Brad

    the_Bad_Brad

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    Cool, so this mean I will be spending less time on typing boring codes.