Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

[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. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    I'm having this issue too with previous updates also, Maybe you should put a check for update button somewhere or something, i just hope i dont have to start over again.
     
  2. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    I like this but the question i have is can it be used to create other projectiles? It seems to me that the explosion is what causes the damage not the actual projectile.
     
  3. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    i will be working on throwing knives tomorrow... it is fully upto you, whether you want to cause area based damage like in grenades/molotov or some distraction by throwing some stones or glass bottles or throw some sharp things like knife or shuriken... this thing will be ultra flexible!!! :D
     
    Aaron2348 likes this.
  4. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    Who doesn’t like exploding apples :)
     
    walledcityinfotech and Aaron2348 like this.
  5. Neviah

    Neviah

    Joined:
    Dec 1, 2016
    Posts:
    235
    Ended up finding the package file on my local C drive, deleting it, then redownloading it, opening in a new project, copy and pasting all the files, etc.
    All my scenes I made, have the controller messed up now lol. And allies. eff ma life, gotta redo them XD
     
    walledcityinfotech likes this.
  6. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    at some point will support for Mecanim come? I like to be able to set up blendtrees visually before writing code for them.
     
  7. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    Okay Good happy to see this feature coming, What is the next big update you are working on full body? Main menu? Or Event System?
     
    Neviah likes this.
  8. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    lol let this one come first... :p
     
    Neviah likes this.
  9. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    Hi guys, throwing knives are done.. Will be sharing a video soon!! :)
     
    Neviah and thenamesace like this.
  10. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    JUst a quick question will we be able to pick up knives after we have thrown them? Also could you add in for Molotov’s that the zombies catch fire? Just a thought
     
  11. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    Adding exactly that only!!! ;)
     
    Neviah and thenamesace like this.
  12. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    please make th same for arrow form bow/crossbow so it can be piacked for dead bodies or from scene after they are shotted
     
  13. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    this is a basic functionality and will be of course added with the bow and arrow! :)
     
  14. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    Hi guys, I have added cool ragdoll physics to both uzAI Zombie and ShooterAI ;)

    Will show it really soon! :D

    Untitled.png
     
    Neviah likes this.
  15. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    man this will be the sure base for my project...add menu , save load system and refine inventory and i'm ready to really show the fisrt real game made with your great kit.. i'm integrating by myself all other gameplay stuffs like destruticles, puzzles , door systems and all seems to works really fine..i think shooter ai need more improvements since it's very basic but i'm working on integrate other ai systems and the seems to works well with mfps too..
     
    walledcityinfotech likes this.
  16. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712


    After this, I will be adding 2 more behaviours to throwing items
    > Attract nearby AI
    > Fire Explosives like Molotov
     
  17. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    so cool.. make the knives pickable too after impacted .. right??

    ehi bro can you please add a way to make inventory onscreen when i press "I" (without i must contine to press "i")key and freeze player movement and bobbing when inventory is open.. or tell me how can i acheive that?? a i really need that..and cannot figured how to do in the kit LOL..
     
    Last edited: May 9, 2018
    walledcityinfotech likes this.
  18. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    Wow this looks like soooo much fun:);):p
     
    walledcityinfotech likes this.
  19. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    With this update, we will be having altogether new Inventory with the option to choose between throwables. There will be 4 slots for each!

    I will share more as soon as I will get there and thus, I will be changing the inventory input the way it is currently to what u just said! :)
     
    Neviah likes this.
  20. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    cool

    but if you can make a flag to make inventory freeze the player movement and the weapon/player bobbing when inventory is open

    cant wait
     
    Neviah likes this.
  21. Neviah

    Neviah

    Joined:
    Dec 1, 2016
    Posts:
    235
    First off, those WIP's are pretty sick! That's amazing. It's everything you need to make a nice game.
    I also agree with the inventory request, to make the player pause and unable to move while you shift through an inventory menu.

    I might suggest having the Shooter AI turn with footsteps, instead of just rotating in place, as it takes you out of the game when you notice it (more animations, I know! sorry haha). And since you're doing sticky grenades, molotovs, and normal grenades, why not just go the extra mile and make a grenade that spawns cluster grenades after it explodes XD. I'm just saying, if you're going that far, might as well do the rest! hah. I would love to make a progression skill system where you can spec into different grenades and your kit is making it absolutely possible.
     
  22. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    I know there are countless possibilities for throwable Projectiles... so.. I am adding event systems.. you guys just add whatever you want easily with drag and drop in the inspector! :)
    Hopefully it will make life easier!! ;)
     
  23. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
  24. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    I am never gonna get anything done will be to busy throwing sticky bombs :)
     
    walledcityinfotech likes this.
  25. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    These sticky bombs are so amazing bro... I am all day throwing these at the Zombies it is so much fun lol... :p
    After this I am thinking about adding a simple vehicles system as well, you can stick bombs to them too and see them going sky freaking high... :p
     
    thenamesace likes this.
  26. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    awesome bro.. when to do plan to add the save system module and invemtory rework since without them we can really start do plan to make a game..i'll pay today if these addons were out yet
    I'm stuck ..LOL
     
  27. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    Hi bro, after this update, will quickly add shotgun and projectile weapons (grenade launcher, bow n arrow)! And after that I will be working on the main menu system and new Inventory! :)
     
    Neviah likes this.
  28. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    ok perfect... hope i can start my project in few weeks..
     
    walledcityinfotech likes this.
  29. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    maybe found a bug..
    when player die it continue to take damage if i damaged by AI and continue to plays hurt sounds,,i think playeb must be disabled after death meanwhile user press any key to restart..
     
  30. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    Yea it is a bug but I kinda like that would be good if it faded out to a black screen and the sounds faded with it
     
    walledcityinfotech likes this.
  31. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    got it..

    btw i'm importing some of my weapons animated models and i have a weird bug with the reload animations
    as you can see in the video animation works correctly if play alone but reload animations dont plays correcly when i create the wepaon with the creation wizard..as you can see the aniamation plays but the magazine s not displayed the same for the 2 smg you see in my video..any tip??
     
  32. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    well, this should not be happening but please see that your weapon under weapons camera is at weapon layer.. This should have been taken care of by the Wizard.... I will see from my end but this never happened to me..
     
  33. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    I left it deliberately... Should I stop the hurt effect when Player dies??
     
    Neviah likes this.
  34. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    Personally I would just fade out
     
  35. thenamesace

    thenamesace

    Joined:
    Jan 25, 2014
    Posts:
    157
    Yea that’s a strange one ! I have created loads of weapons using the wizard and have never come across this I guess as has been already said make sure the magazine is on the weapon layer
     
  36. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    yes magazine is on weapon layer.. i really cannot figured how to solve ..tried everything..
     
  37. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    is this some issue related to LoDs.. a guy before had same issue in uzai..
     
  38. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518

    edit

    i tried other wepaon from other animator and works fine ..reload too..
    maybe is something on the weapon root ..proble is that i have a complete set of weapon with that problem...
     
  39. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    so...how did he solved?
     
  40. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    umm, he just made sure all the Lods are being rendered properly in the camera... what else is the use of LoD.. Do you have separate LoDs for your weapon models??
     
  41. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    yes weapon have several lods but the prefab i'm using use lod 0

    how can i make sure that camera properly renderl all lod?? what i have to do?
     
  42. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    seee.. I KNEW IT! :cool:
    lol :p just make sure that all the mesh objects are of layer weapon.. that's it! :)
     
  43. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    all weapon mesh objects are on weapon layer..every single mesh
    i think it's an issue related to the weapon wizard creator and the root of the prefab
     
    Last edited: May 12, 2018
  44. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    I'm having a problem with the animations also, I added some new animations, but everytime I punch it switches the position of the arms.
     
  45. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    hi, what do u mean by switch positions? please can you show some scrnshot or vid?
     
  46. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    ehi mates how can i manage to make player to dont use weapons ..i want to weapons use is disabled when player use torchlight..and can use them again after picked down flashlight..



    here a test of a flashlight weapon addon... notice that light follow the bobbing of the weapon.. Lol.. i'm proud of this LOL

     
    Last edited: May 14, 2018
  47. walledcityinfotech

    walledcityinfotech

    Joined:
    Oct 10, 2016
    Posts:
    712
    i think disabling weapon shooter script will do just fine! :)
    btw this looks pretty sick man!! ;) you can have your own hand holding a flashlight, create that as melee weapon and under the Animations tab, clear everything or write the Idle Animation name and your flash light is ready! ;)
     
  48. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    yes i tried to disable the weapon shoooter script but cannot figured how...

    any news about mi weapon realod animation issue?
     
  49. Aaron2348

    Aaron2348

    Joined:
    Dec 12, 2016
    Posts:
    328
    so my first person arms will start in the middle of the screen where i want them, then when I press the attack key it changes the position
     

    Attached Files:

  50. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    516
    So when is multiplayer support comming
     
    Aaron2348 likes this.