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[RELEASED] DarkTree FPS system

Discussion in 'Assets and Asset Store' started by DarkTree, Mar 29, 2019.

  1. DarkTree

    DarkTree

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    It should took 1-2 weeks max. Support for Emerald AI would be great.
     
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  2. jesseganey

    jesseganey

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    are the tutorials about ready i could really use it .
     
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  3. magique

    magique

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    I tried the demo out and this is a pretty good system. I found some flaws in the demo scene though that you might want to address.

    First, there aren't any instructions and no onscreen text to tell you how to pick things up. I tried the standard key F and it worked, but that should probably be explained.

    Second, I found no way to actually drink the water that is found along the way. I thought just picking them up might reduce thirst, but that didn't seem to be the case.

    Third, there are some cabins with partially opened doors and you can see there are pickups inside, but the character won't fit through the doorway so you can't go inside.

    Fourth, when loading a saved game it seems to retain the stuff I picked up, but the character begins back at the start instead of where the game was saved. Also, I accidentally found the save key by just pressing everything.

    Finally, I think the soldier AI was walking on water in one part of the game.

    Otherwise, a decent system that could shape up to be really nice in future versions. I'll keep and eye on it.
     
  4. jesseganey

    jesseganey

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    drink by right clicking and choosing use from the drop down in inventory, what is save?tab opens inventory.
     
    Last edited: Dec 20, 2019
  5. DarkTree

    DarkTree

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    Thank you for review. The demo has some defects but it was made by me in one day and just for show. Biggest part of issues you met are not appearing in the package at all.
     
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  6. magique

    magique

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    Yeah, I figured these were mostly demo issues. I just thought you'd like to know because having a solid demo without defects can definitely help sell the product.
     
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  7. DarkTree

    DarkTree

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    Working on my own project and making a lot of interesting features on the way. Want to include them to next version.
    I already added controller landing animation and sound, cartridge->magazine->riffle system, and some others.
    I'm worry about that some moments could be too complicated for new users and still think about include it or not.

    Btw. I can share sources and features on demand. And if you want something from demos you can ask me for these files. Models and hit effects are not mine.
     
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  8. chakiry80

    chakiry80

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    @Draktree i use the script you shared to equip items on start , but when i equip the AK47 and start shooting bullets after i ran out of AMMO it doesn't Reload !!
    PS : i added the the AMMO to items List
     
  9. rudigreig

    rudigreig

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    how can I change the zombie run animation? cant seem to find it in the animator, only the attack animation...
     
  10. DarkTree

    DarkTree

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    upload_2019-12-29_1-53-25.png
    Zombies has movement blend tree. Double click on it and you will able to replace animation on any you want
     
  11. rudigreig

    rudigreig

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    thank you, this was the only problem I was having :) also if i replace attack animation it doesn't damage anything, is there a work-around for this?
     
  12. rudigreig

    rudigreig

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    also unrelated to the problem but in the game I'm making I'd like to credit you for the FPS system, shall I use the darktree FPS logo or another?
     
  13. DarkTree

    DarkTree

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    Zombie has special event on attack clip to tell when exactly zombie hit player at the moment. You need to set that event manually. I'm not close to pc now and can't tell you name of event but you can take a look at the old animation clip.

    If you want to credit me, you can put my real name. My name is Nikolai Kucherenko and I will be very pleasured. Thank you:)
     
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  14. jesseganey

    jesseganey

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    the building system is nice but how do i get the camp fire to work right now i can only build shelter.
     
  15. DarkTree

    DarkTree

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    You need to collect one or two branches (I don't remember honestly) and click on the firecamp icon.
     
  16. Mazxz

    Mazxz

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    Multiplayer ?
     
  17. DarkTree

    DarkTree

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    Photon in future
     
  18. jesseganey

    jesseganey

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    i did that the button just doesnt do anything. The other button doesnt work after i push yhe campfire snd the console show you dont have enough resourses until i press campfire then it quits.
     
  19. DarkTree

    DarkTree

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    My works fine... Using modified v1.3. Can you make a video of what happens?

     
  20. jesseganey

    jesseganey

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    i know the ground needs to have tag of terrain. i never found the other part where it puts multiple red ones but campfire does nothing.
     
  21. DarkTree

    DarkTree

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    Some invisible UI element may overlapping button. Only possible reason I guess.
     
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  22. Thilon

    Thilon

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    Grab the campfire button, and pull down a bit. After this the button is working for me.(Tested)
    @DarkTree , Yes, probably this is the problem.
     
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  23. jesseganey

    jesseganey

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    tganks i will try that. update coming along goog. i loke the ui for inventory in thet vid.
     
  24. jesseganey

    jesseganey

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    thank you will do that.
     
  25. DarkTree

    DarkTree

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    It is not update, it's vid from my game
     
  26. Mad_Mark

    Mad_Mark

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    Happy New Year, @DarkTree and others.
    Do we have any word on when the level change capability will be available?

    Cheers,
    Mark
     
  27. DarkTree

    DarkTree

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    Oh, yeah, I forgot about that honestly. Will send files to the thread tomorrow.
     
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  28. jesseganey

    jesseganey

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    When is the update coming. not rushing you just trying to prep for new stuff. I have started my project and dont want to change too much and then get update and have to fix agian. Have got emerald about half way integrated. well i got them to hurt me. still using objecthealth to kill them.
     
  29. DarkTree

    DarkTree

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    I rewrite all code to OOP concept. Code will be much better and simple in next version, also weapon will have event callbacks. Have stopped to work on my own project until finish with package.

    I contacted EmeraldAI developer and we shared keys, so EmeraldAI will be official supported.

    I will not promise about update time but I'm focused on it and want to bring it in the shortest time.
     
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  30. jesseganey

    jesseganey

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    Great to hear about Emerald. No rush just trying to plan my own project.
     
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  31. Mad_Mark

    Mad_Mark

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    Here are the edits that I've made to DarkTree/Emerald to get them working.
    Open the EmeraldAIPlayerDamage script.
    Add the using DarkTreeFPS; namespace.
    DamagePlayerStandard becomes:
    Code (CSharp):
    1.         void DamagePlayerStandard(int DamageAmount)
    2.         {
    3.             if (GetComponent<EmeraldAIPlayerHealth>() != null)
    4.             {
    5.                 GetComponent<EmeraldAIPlayerHealth>().DamagePlayer(DamageAmount);
    6.             }
    7.             else if (GetComponent<PlayerStats>() != null)
    8.             {
    9.                 GetComponent<PlayerStats>().ApplyDamage(DamageAmount);
    10.             }
    11.         }
    Save the file.
    Open DarkTreeFPS' Weapon script.
    Add the using EmeraldAI; namespace.
    In MeleeHit() between NPC and rigidbody sections, add:

    Code (CSharp):
    1. if (hit.collider.GetComponent<EmeraldAISystem>())
    2.                 {
    3.                     hit.collider.GetComponent<EmeraldAISystem>().Damage(meleeDamagePoints, EmeraldAISystem.TargetType.Player, null, 100);
    4.                 }
    5. In the ApplyHit() function after the ZombieNPC section, add:
    6.             if (hit.collider.gameObject.GetComponent<EmeraldAISystem>() != null)
    7.             {
    8.                 hit.collider.gameObject.GetComponent<EmeraldAISystem>().Damage(Random.Range(damageMin, damageMax), EmeraldAISystem.TargetType.Player, transform.root, 500);
    9.             }
    10.  
    Open Greande script.
    Add using EmearldAI; namespace.
    In the Explosion() function, between PlayerStats and Rigidbody sections, add:
    Code (CSharp):
    1.                 if (collider.GetComponent<EmeraldAISystem>())
    2.                 {
    3.                     collider.GetComponent<EmeraldAISystem>().Damage((int)damage, EmeraldAISystem.TargetType.Player, null, 100);
    4.                 }
    Open Rocket script.
    Add using EmearldAI; namespace.
    In the Explosion() function, between PlayerStats and Rigidbody sections, add:

    Code (CSharp):
    1.               if (collider.GetComponent<EmeraldAISystem>())
    2.                 {
    3.                     collider.GetComponent<EmeraldAISystem>().Damage((int)damage, EmeraldAISystem.TargetType.Player, null, 100);
    4.                 }
    Pretty sure that was all that was required.
    Mark
     
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  32. DarkTree

    DarkTree

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    Awesome! Thank you for sharing us!
     
  33. jesseganey

    jesseganey

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    thanks alot
     
  34. jesseganey

    jesseganey

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    You have saved me so much time. Thank you. It works great.
     
  35. franky_li

    franky_li

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    Are there any plans to implement swimming to the controller?
     
  36. jesseganey

    jesseganey

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    Not the greatest thing just getting every thing to work. The support here has been great.
     
    Last edited: Jan 8, 2020
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  37. DarkTree

    DarkTree

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    Yes I will implement swimming! Sorry for the long answer. Messages from forum are not come to my mail as usually.
     
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  38. jesseganey

    jesseganey

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    Ive added my enemies to data base in game prefab but they dont save. is there something im missing.
     
  39. DarkTree

    DarkTree

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    Show me your NPC component and console
     
  40. jesseganey

    jesseganey

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  41. DarkTree

    DarkTree

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    Oh... Emerald characters are not supported by save system.
     
  42. jesseganey

    jesseganey

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    ok that explains it. thanks
     
  43. pagan_poetry

    pagan_poetry

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    Is Mobile Controller available in free version?
     
  44. DarkTree

    DarkTree

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    No, it's not
     
  45. jesseganey

    jesseganey

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    Is there a way to change inventory size? Ive been looking at DTInventory but not sure exactlly how to do it. Any news about Update?
     
  46. DarkTree

    DarkTree

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    Hello! Yes it possible. Will send you tut in PM
     
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  47. jesseganey

    jesseganey

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    thank you
     
  48. jesseganey

    jesseganey

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    When do you think youll send the tut. Also dawn wander is looking awesome.
     
  49. DarkTree

    DarkTree

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    Thank you! See your PM
     
  50. JC_LEON

    JC_LEON

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    hi DarkTree i purchase your kit when it was released and manage to work with it for some time.. but after for personal issue i left unity unity for a while ..now i can see kit evolved really well i since i come bakc to unity again i'm thinking to restart my project with your kit as it's base..but before i would you to ask if the save system for the kit is fully working even between levels and if in casa do you think i could acheive what i get by myself on my project
     
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