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On Rails Shooter Game Template

Discussion in 'Assets and Asset Store' started by puppeteer, Oct 14, 2016.

  1. rickstamp

    rickstamp

    Joined:
    Nov 8, 2017
    Posts:
    1
    Hi!

    Love the asset, been tinkering a little.
    Struggling to create a Melee enemy attack - the enemy just spawns on the players head, for some reason?
    Do you have a guide for setting it up?

     
    puppeteer likes this.
  2. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I don't have a melee specific tutorial, but I'll put that in mind to make a video for it.

    In the meantime take a look at the Manta enemy, it has both a ranged and a melee attack:

    upload_2020-1-14_10-36-19.png

    The melee attack is defined like this:

    upload_2020-1-14_10-36-57.png

    Notice that there is no Projectile object assigned, so that automatically makes it a melee attack.

    Try to copy from that one to yours and see how it goes.
     
  3. captremi

    captremi

    Joined:
    Feb 8, 2019
    Posts:
    3
    Hello,

    I have been working with this asset for the past year, and it is great. As I start my second project with it, I am trying to configure light guns to work with it. I use 2 aimtrak light guns (https://www.ultimarc.com/light-guns/aimtrak-light-gun/), the first light gun emulates the mouse for the player 1 (and it works great), the second light gun emulates a joystick, and this is where I am struggling.

    The position of the player 2 crosshair is currently determined by the movement of the joystick/gamepad and not by the position of the IR pointer for the second light gun. I was wondering if anyone had already tried and succeeded this, and could possibly help me.

    It would be really great to have this asset works with 2 light guns, as on classic arcade.

    Thanks in advance for your help.
     
    rrahim likes this.
  4. the_cerberus

    the_cerberus

    Joined:
    Aug 20, 2019
    Posts:
    10
    Hello,
    that has nothing to do with your project, but i use a "different" kind of lightgun. The technology behind is the same as the combatsimulation for the armed forces or shootingtraining for hunter.

    I build my own and it works realy good. You dont have to calibrate for different distances. And the latency is almost 0.
    visit http://www.projekt-ares.de/
    The webside is in english to.
     
    HeadClot88 likes this.
  5. RobG88

    RobG88

    Joined:
    May 28, 2015
    Posts:
    27
    Wanted to ask about a melee attack, but specifically around a WHACK A MOLE sort of hammer - for more kid friendly on rails sort of game

    Or a melee system which a knife, hammer, any throwing weapon, could be launched at the enemies and the weapon both spins or rotates and shrinks (in distance) as it approaches the enemy -- maybe even a melee weapon follow camera too?
     
  6. CheesecakeGames

    CheesecakeGames

    Joined:
    Sep 15, 2018
    Posts:
    2
    Hello all!

    My name is Joaquin and I'm an indie gama developer at CheesecakeGames. I'm working on a new project with this asset and I want to say thanks you to puppeteer for the great work. Also I want to share with all of you, a screenshot of our new upcoming game (work in progress on-rails fps game). I decided to share screenshots weekly to get feedback and share info (https://www.facebook.com/Cheesecakegames)

    Hope you like it! DA_PRE-ALPHA_001.jpg
     
    HeadClot88 and puppeteer like this.
  7. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,418
    Hello, is the asset now feature complete and reach EOL? Long time no updates :(
     
    puppeteer likes this.
  8. RobG88

    RobG88

    Joined:
    May 28, 2015
    Posts:
    27
    Does anyone know if the developer is still around?
     
    puppeteer likes this.
  9. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I've been on the downside again, and I've neglected my templates for too long. I hope you guys are still finding them useful though and still working on your projects. So let me reignite for 2021 and move forward.

    If anyone has any questions, I'm here.
     
    HeadClot88 and EN_Games like this.
  10. PrimusThe3rd

    PrimusThe3rd

    Joined:
    Jul 3, 2017
    Posts:
    69
    Hi, it looks like awesome asset! Still have a question about compatibility with VR OculusQuest 1(2)? Is there a chance to be developed a version for more than 2 VR players? For maybe up to 4 VR players?
    Regards, Primus
     
  11. julian-kinsman

    julian-kinsman

    Joined:
    Jan 15, 2021
    Posts:
    3
    Hi, I'm looking at this asset and had some follow-up questions from reading this forum thread:

    1) From what I've seen, this asset is basically mobile-ready - is this indeed true or are there other considerations/work to do this?

    2) Post #303 talks about Aimtrak light gun compatibility on PC (https://www.ultimarc.com/light-guns/aimtrak-light-gun/) and how it seems to work for Player 1 OK. However, the post seems to say that because Player 2's controls stem from joystick inputs, it doesn't work easily with the Aimtrak.

    Any updates as to whether this has changed or can be changed easily to work for Player 2? Do we know if certain light guns for PC are recommended with this asset and work wonderfully?

    3) On your YouTube video for adding a military model enemy (
    ), one of the first steps is duplicating an EnemySoldier prefab. In your current build of the asset, I don't think EnemySoldier exists or was maybe taken out. (It's possible I just missed it, but I don't think so.)

    Does your YouTube tutorial still work the same way or is it now that the EnemySoldier prefab is gone, that I would need to implement a military model enemy another way? Could you point me in the right direction for this?

    Thanks so much for all your help.
     
    Last edited: Feb 13, 2021
  12. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    736
    This is probably not the best asset for VR. I have limited time at the moment and I will try to explain the best I can.

    The short of it is - You will make people motion sick.

    The long of it is - The player must have full control of their head movement and hands (aka Controllers). If they are following a pre determined path they must have control over the movement. Otherwise they will get motion sick.

    Hey @puppeteer - bit of a request for the asset - Would it be possible to support the new unity input system? It is really flexible and much easier to use compared to the old input system.
     
  13. PrimusThe3rd

    PrimusThe3rd

    Joined:
    Jul 3, 2017
    Posts:
    69
    Thanks for your motion sickness comment...I'm fully aware of it.
    But I will not do a rollercoaster style game... just slow motion rail speed...and players do control head movement and aiming...Maybe sickness would still occur but can't confirm as never tried yet. :)
    Regards.

     
  14. ScreenSavorStudios

    ScreenSavorStudios

    Joined:
    Dec 17, 2021
    Posts:
    1
    Hey, @puppeteer I'm having a lot of trouble getting my enemies to attack. I've tried following the "Basic Military Asset" video tutorial, but it's not clear on how to actually make them attack. I've even tried copying the ORS Enemy Script from the worm enemy and pasting it on my Attack Dummy, and it doesn't shoot. I'm not even sure where to start diagnosing the problem, I'm not a programmer, I'm a writer. Screenshot (319).png This is what I'm looking at, don't know what other information would help....
     
  15. krougeau

    krougeau

    Joined:
    Jul 1, 2012
    Posts:
    451
    It's likely too late to be of any use to you, but... make sure you're setting up an ExecuteAttack animation event in your chosen animation or it'll just sit there looking at you funny. It's not so much documented as it is briefly noted in a comment in the scripts. It's a neat template, but you've REALLY gotta take it apart piece by piece to make any sense of it.