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[RELEASED] Manoeuvre FPS + uzAI - MEGA PACK [Inventory, Mobile, Shooter AI, Zombie AI, etc.]

Discussion in 'Assets and Asset Store' started by walledcityinfotech, Feb 8, 2018.

  1. walledcityinfotech

    walledcityinfotech

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  2. JC_LEON

    JC_LEON

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    i own both of them...cool assets..

    cant wait to see tech demo in action..

    suggestion.. a cover system for ai shooter cold be ery appreciated...and useful to open new strategic ways for shooter encounters..
     
    Last edited: Apr 16, 2018
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  3. Aaron2348

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    I did and it did not work then i tried creating another project with just the asset but still no shooter Ai.
     
  4. walledcityinfotech

    walledcityinfotech

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    Oh... Other users are having the Shooter AI update bro... :( Should I try contacting the Asset Store guys for this??
     
  5. Aaron2348

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    I started again in a new user account on my computer and it worked.
     
  6. Aaron2348

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    I do want to know how to get the xbox controller to work with it?
     
  7. walledcityinfotech

    walledcityinfotech

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    Ohh ya, it's great that you brought this up! :)
    Xbox 360 controller works out of the box for the most part but I didn't binded the Inventory controls with it cause in the next update, I will be making the whole new Inventory with crafting system so, it was unnecessary to work on this current inventory.
    Rest all controls works perfectly fine with the controller. :)
     
  8. Aaron2348

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    Yeah do the inputs still need to be set up in controller cause, the controller not working for me
     
  9. Aaron2348

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    And also Rar is not letting me download the animation files, so ill have to use my own ,what kind of animations will work for the Ai?
     
  10. walledcityinfotech

    walledcityinfotech

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    rar? who is rar? and which Animations for which ai?
     
  11. Aaron2348

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    The shooter ai, and the link on the asset store takes me to download a zip file, which is A Rar file that has to be open with Rar genie or Win Rar, Is there for you to send me the zip file without being a Rar zip
     
  12. Aaron2348

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  13. walledcityinfotech

    walledcityinfotech

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    Sent you the extracted animations, please check it in your mail box.
    If anyone else is having issues with winrar, then download the extracted animations from this Link

    https://drive.google.com/open?id=1BQoYTr9U2gPjln_SHaUujZ8x0afOr5vv

    Hm... As far as I have tested, they don't require anything extra, works straight out of the box. I will still take a look and see if there's anything i haven't missed!
    Thanks for your patience bro! :)
     
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  14. Neviah

    Neviah

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    So when I make a companion, I use the wizard to make it a companion, but when I press 'play', it changes immediately to Enemy. When I stop play, it goes back to companion. What am I doing wrong?

    *Edit*

    Figured out that it changes to enemy whenever I put the shooter AI in debug Aim IK.
    Took it off debug and it's fine. Thanks.

    **Edit**
    Problem: the shooter AI's head bobs up and down consistently. Is there a way to fix this?
     
    Last edited: Apr 17, 2018
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  15. Aaron2348

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    thank you for the link and support!!!
     
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  16. walledcityinfotech

    walledcityinfotech

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    oh, I haven't seen this bug before. Can you please tell me how to reproduce it.?
     
  17. walledcityinfotech

    walledcityinfotech

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    When you become pro in your favorite game...

    Desert Kills.png

    First Tech demo coming very soon! :)
     
    Last edited: Apr 18, 2018
  18. walledcityinfotech

    walledcityinfotech

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  19. Neviah

    Neviah

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    Also put up a quick video demo of this kit in action:



    Will continue working on it to make it more beautiful. IE, ambiance, music, sound effects, volumetric lighting, etc
     
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  20. walledcityinfotech

    walledcityinfotech

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    Amazing work man!
    Breathtaking...! :D
    Looking forward to play your game! :)
     
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  21. Neviah

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    Update on the video Demo:
    Added some post processing, fixed up lights, etc. yay!

     
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  22. walledcityinfotech

    walledcityinfotech

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    Whaaattt :D
    This looks so stunning man!!! Awesome job mate! Really looking forward to see how it turns out... :)
    All the best for your project!!
     
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  23. Eiseno

    Eiseno

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    Are there any estimated date for multiplayer support ?
     
  24. walledcityinfotech

    walledcityinfotech

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    currently I am working on interactions and after that Inventory system with crafting mechs... Then we hit the Full Body support and then split screen, co-op and photon based multiplayer! So you can expect all this to be wrapped up in a month! :)
     
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  25. Neviah

    Neviah

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    Can I request a feature? In my game I would like to map a key to placing down a turret in front of the player. I would have to assume you'd use a raycast of small length to determine if there's a wall there (or a cube to see if it collides with anything) to make sure it's not being put in a place that it can't go. Eventually I would like the player to have levels, experience bar, and to be able to put skill points into turret system (more damage, lower cooldown, etc). Anything you can provide me with is just icing on the cake. Sorry to be so greedy haha.
     
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  26. walledcityinfotech

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    This will be as a separate add-on coz not everybody wants it... as I mentioned earlier, I will be making a main menu where from character customization to items purchase menu, everything will be there and you can easily create a survival horror game with it! :)
     
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  27. witcher101

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    Does this works with webgl. Is there a webgl demo??
     
  28. walledcityinfotech

    walledcityinfotech

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  29. witcher101

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  30. walledcityinfotech

    walledcityinfotech

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    that's cool... can you suggest a nice (free) server/host website where I can upload a WebGL version... :)
     
  31. walledcityinfotech

    walledcityinfotech

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    Hi Guys, Next update will be having Awesome Animated Weapons with High Quality FPS Arms... :)

    Machete_Animated.png
     
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  32. unicat

    unicat

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    Wow, looks fantastic :)
     
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  33. Neviah

    Neviah

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    *Greedy mode* Hurryyyyyyy!!! My mouth is salivating!
     
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  34. Aaron2348

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    Will Projectiles be in this update too?
     
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  35. walledcityinfotech

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    Yes!!
    haha, hold your horses man, since I will be covering all possible projectiles, so I might add archery and grenades as well... (if I will be able to model them) so this update might take time.. :)
     
  36. Aaron2348

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    Also multi targeting for the projectiles would be Awesome
     
  37. Neviah

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    Update with Companion AI and some triggered spawns based on location.



    If anyone wants to help me with lighting techniques, I'm all ears. It's so dark in there =P
     
  38. walledcityinfotech

    walledcityinfotech

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    WOWWWWW!!!!!! :D
    This is so awesome!! :) Lighting looks fine to me... ;)
    i saw the Companion AI got stuck for a moment, try increasing its sight FOV and see how it works ;)

    All the very best for your awesome game bro!
     
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  39. JC_LEON

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    really cool ...but i noticed that ai wont attack companion..but only player.. it'll be a good addiction to make ai ATTACK companino ai too..maybe with a priority system like hunger zombie ai or with a simple tag system
     
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  40. walledcityinfotech

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    Ya.. it's actually random every time... if they see you, they attack you first, or if they see companion, they attack companion.. Although higher priority of detection is of Companion AI.
     
  41. Neviah

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    The FoV is maxed. Not sure why it stops attacking sometimes. *shrugs*

    And sometimes he gets stuck in chase mode (even when standing still XD)
     
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  42. witcher101

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    Do you plan to add bullet decals and shotgun reloading system
     
  43. walledcityinfotech

    walledcityinfotech

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    I was working on shotgun and realized that it is a complete separate weapon. So I will be adding it in the next update separately. :)
    Bullet decals is pretty easy to do, just add a decal particle system in the Bullet hit properties of the weapon. You Try this awesome free FX pack. I use it almost in my every game.
    https://www.assetstore.unity3d.com/en/#!/content/5669

    Also guys, I will also be adding archery as well with pickable arrows. ;) Shooting an arrow in the head will be fun!! :D
     
  44. walledcityinfotech

    walledcityinfotech

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    Manoeuvre FPS - Awesome Animated Weapons



     
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  45. JC_LEON

    JC_LEON

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    this will be a supercool feature that i always wanted to introduce in my games projects with good and bad results.. hope this will be added soon...

    progressive realoding for shotgun weapons would be a nice addiction too..togheter with scoped weapons..
     
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  46. Aaron2348

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    yeah think the zombie Ai could still use a little work,
    Nice I like!!! I think you should add support for other rig types, Its hard to find animations that will actually work with your system and it would be cool to be able to use my content from 3ds Max.
     
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  47. Neviah

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    Agree with this.
     
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  48. JC_LEON

    JC_LEON

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    this is not true... simple lecagy rig animations are really most diffuse on unity store.. i know too many great weapon packs uses legacy rig..and that one that uses other rigs can be easily converted to legacy...
     
  49. Aaron2348

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    If you going to say there a'lot of packs then add the links too. In my search I can hardly find any, and anyways i'm not looking to have a game full of asset store packs. I create my own art and do my own animations.Anyways I was just suggesting expanding the support for rigs without having to convert everything to legacy.
     
  50. Neviah

    Neviah

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    I'm running into a bit of a problem here and I'm not sure how to tackle it, so I thought I'd ask here (and I'm not saying it's the kit's fault).

    So if I manually places the zombies in the scene, everything works fine. If I use triggered spawns, the zombies will appear invisible until I'm really close. Would anyone have any ideas as to what could possibly be doing this?