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FPS Kit | Version 2.0

Discussion in 'Assets and Asset Store' started by NSdesignGames, Oct 2, 2012.

  1. Master_Chief

    Master_Chief

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    Do you get an error? Also make sure you have spelt the maps name wrong in the lobby.
     
  2. AlteredPlanets

    AlteredPlanets

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    no I did not
     
  3. AlteredPlanets

    AlteredPlanets

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    It sends me to a random scene, not the one I specified
     
  4. Mixxit

    Mixxit

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    if i wanted to change the camera to a vehicle that i've taken control of where abouts is it from the source player gameObject... actually let me check that third person example script
     
  5. arena

    arena

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    Yes, I'm having this same problem. The kit worked at first but now, even on a clean project, it won't load any levels!

    This happened for me after editing some code. Have you edited any code recently? Maybe we messed up the loader somehow.
     
  6. AlteredPlanets

    AlteredPlanets

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    i did not know there was a loader
     
  7. Mixxit

    Mixxit

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    also apart from how to change the camera to another object such as a vehicle temporarily - how do you change the default starting weapons to no weapons at all? I see the weapon lists defined in three locations and all the code seems to depend heavily on existing weapons being in your hand
     
  8. AlteredPlanets

    AlteredPlanets

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    Disable, all( weapon name)game objects.
     
  9. Mixxit

    Mixxit

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    but this won't work as doing that won't allow you to pick up said weapons from the world
     
  10. Mixxit

    Mixxit

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    Also please explain to me how I am to change Weapon Manager all weapons element to 1 and move ballisticknife in on it's own - I have searched the project hierarchy and I cannot locate the weaponscripts anywhere to move them around to that slot
     
  11. Mixxit

    Mixxit

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    $wanttochange.png

    *edit* fixed it by dragging out the NetworkPlayer prefab onto my scene modifying it then clicking apply

    -

    Now i just need to know how to change my player camera to another camera when mounting a vehicle
     
  12. AlteredPlanets

    AlteredPlanets

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    google it, and unity 3d at the end. Get in the habit of doing that.
     
  13. Mixxit

    Mixxit

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    $googles.png

    i'd consider that an existing habit
     
  14. ICHeeryI

    ICHeeryI

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    Can I use solider model for my game? Or its copyrighted? and I can only use scripts? or all textures and models?
    -Thanks
     
  15. draulleo

    draulleo

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    Hey, does anyone know how to disable spawning on a spawnpoint for anyone else after someone has spawned there already?
    For ex. someone clicks spawn, gets spawned at a random spawn point, and then no one can spawn in that point during the match.

    And for the one above me, everything in FPS kit is free to use commercially in your game,
     
  16. Mixxit

    Mixxit

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    Hmm maybe you could (in SpawnPlayer() in RoomMultiplayerMenu) remove the point from the spawnPoints variable on spawn? Or maybe keep a timer to keep track of the last time someone spawned there?
     
  17. Mixxit

    Mixxit

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    what's a good way to toggle a character on and off in a multiplayer environment so i can mount a vehicle
     
  18. Jordyr

    Jordyr

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    Just wondering, Does this come with commented code?
     
  19. Mixxit

    Mixxit

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    nope
     
  20. misterff1

    misterff1

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    Stan, That solution for UI damage makes hitboxes not appear on enemy players. I use the project you sent me, which is working perfectly, but since the moment I used that one I see no hitboxes.. Any solution for that?
     
  21. misterff1

    misterff1

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    Those squares that indicate that you hit an enemy. Will check again this afternoon, maybe it was a compiler error, but last time I checked I didn't see them.
     
  22. RetronamicGames

    RetronamicGames

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    Few questions:

    - Is this compatible with Android and iOS?
    - Is there any documentation on how to change the player model?
    - How many players does it support, per match?
    - Is there support for locational damage?
    - Are locational sounds (bullet hit, footsteps, fire) supported, or planned to be supported? From the demo, all sound effects were global. If someone fires at the server, everyone can hear from every part of the map.
    - What's the current approach to lag compensation?
     
  23. Mixxit

    Mixxit

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    I'm trying to add a new gui window but whenever i use lockCursor = false and showCursor = true its getting turned off somewhere

    what's the correct approach to creating new gui elements
     
  24. localhost

    localhost

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    Because i'm such a nice person, i'll answer these for you. ;)

    - Yes, although it has no controls and you have to make them your self, i had coded one and it worked well with it
    - Yes, its on the front page
    - You can change it in the script, i put mine up to 32-64
    - What do you mean?, if you mean like a sniper, then yes.
    - You can change it easily
    - Very fast actually, not much lag between server and the client
     
  25. RetronamicGames

    RetronamicGames

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    Thank you for the attention answering these. But:

    What the actual technical limit per room? When does it start to lag/stagger?

    Locational damage means different damage applied depending on the player model hit box. Headshot, leg shot, arm shot, chest shot, etc.

    Where and how? There's no doc on that. How are sounds propagated in the network code?

    "Very fast" is not a lag compensation technique... this heavily changes when you have many players from different parts of the country, or the world, in the same room. Take a look on these:

    https://developer.valvesoftware.com/wiki/Lag_compensation
    http://www.ra.is/unlagged/
    https://www.youtube.com/watch?v=45AVkXafFo0

    Also:
    - Any plans of including mobile controls in future releases?
    - Any roadmap or release plan?
    - I still wasn't able to find the docs on player model customization, just weapon model.
     
  26. Sutton_2

    Sutton_2

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    Does anyone know how to make one team have a different character model than the other? thanks
     
  27. BossRockers14

    BossRockers14

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    HI GUYS! I HOPE YOU CAN HELP ME WITH THIS ONE! :))
    is it possible that if a weapon/bullet hits the head a sound will play ("headshot") and a GUItext will appear?
    same with if a knife kill has used ("Knife kill" ) will appear can someone help me? this is the last piece in my game :)
    willing to pay if possible (i hope not :) )
     
  28. Sutton_2

    Sutton_2

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    Thank you so much!:)
     
  29. Sutton_2

    Sutton_2

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    Stan B, thanks for the help! But if you don't mind me asking, where did you get the weapons and character models as seem in the pictures above? They look really good for what I am working on.
     
  30. RetronamicGames

    RetronamicGames

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    Is mecanim supported?
     
  31. misterff1

    misterff1

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    Stan, I have tried several things, but those hit indicators on the enemy are still not showing.. I have seen this already before I changed anything to the project you sent me. Could you please try that project and see if it works for you?
     
  32. GenOli

    GenOli

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    You'd need to code this in yourself.
     
  33. FantasyProdFR

    FantasyProdFR

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    Hello, I like everything I tried to add new characters and weapons, but nothing to do, I do not.

    Someone want to do some video tutorials, this would permit the most novice like me to learn, I was looking on Youtube but no one has ever done because I am good at coding, make buildings and other objects but that affects all the characters and weapons, I'm loser.
     
  34. arena

    arena

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    Anyone know how to solve the loading problem?

    When I run the game (even a fresh project with FPS Kit imported), and I create a room, it just says "Loading" forever!

    I have all the scenes included in the build.. Not sure how to solve this problem.
     
  35. misterff1

    misterff1

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    Thanks that did it :D

    One more question.. How is it possible that you dont have the NGUI watermark in the top left corner? (You have my email if this solution is not to be discussed here :D )
     
  36. FantasyProdFR

    FantasyProdFR

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    LOL, yes, I need more patience!
    I can skin my character on 3DS Max to import in Unity but after that its complicated?

    Thank you for your reply.
     
  37. misterff1

    misterff1

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    Are you sure that you named the map in the menu EXACTLY the same as the build name? upper and lower case is being mixed up usually so take a look at that first
     
  38. BossRockers14

    BossRockers14

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    TO STAN B!! and the KIT COMMUNITY
    i agree! the guide on the changing of character by the author is hard to follow many users and new developers are having a hard time doing this! but can you make a more descent tutorial for all of us ! willing to DONATE and i'm sure others will FOLLOW am i right GUYS! ??? :)))
     
  39. Sutton_2

    Sutton_2

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    Sounds Great!!
     
  40. midorina

    midorina

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  41. Sutton_2

    Sutton_2

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  42. arena

    arena

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    Hey, thanks for the responose.

    Yes, it's the exact same name- even with a fresh install (and redownloaded the assets), the 2 standard levels won't load.
     
  43. midorina

    midorina

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    Check the console for any errors and post them here. Myself or others will have more of an idea what is wrong then.
     
  44. arena

    arena

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    Here is the error:
    When I unclick the pause button, it works! But when I export the game it doesn't Is there a way to make Unity ignore the above error?

    Thanks
     
  45. midorina

    midorina

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    If you actually read the error, it says "Asynchronous Background loading is only supported in Unity Pro. Please use Application.LoadLevel or Application.LoadLevelAdditive instead."

    It also gives you the line to which to edit. ConnectMenu.cs line 317. Change this to either Application.LoadLevel or Application.LoadLevelAdditive.
     
  46. BossRockers14

    BossRockers14

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    hey guys has anyone achieved this ? when loading a different map it has a different loading BG? if yes? can someone help me achieving this? thanks :)
     
  47. misterff1

    misterff1

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    Okay I know I said that this worked, but apparently the person who told me this was wrong. I still dont see a hit indicator on enemies.
     
  48. misterff1

    misterff1

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    It's part of the FPS kit. It works on an empty project, but with the UI damage indicator included it doesn't work. I mean those squares you see on the enemy when you shoot them. On hit it shows an indicator on the bodypart of the enemy where you shot him so you know that you caused the enemy damage.

    This didn't work from the beginning of the project you sent me, while there are no errors and everything with UI damage works perfectly. So I guess it is something that was changed to implement UI damage that caused this issue.
     
  49. misterff1

    misterff1

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    Going to try that. thanks :D
     
  50. misterff1

    misterff1

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    It works! finally! thanks for the help!