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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. beowulfkaine

    beowulfkaine

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  2. walledcityinfotech

    walledcityinfotech

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    Whaaaaaaat???? :D :D
    I just got goosebumps man!!! This is absolutely stunning!!!!!

    Keep up the Awesome work bro!! I am really proud of you! :)
     
  3. walledcityinfotech

    walledcityinfotech

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    Hi, you might be getting an error of null point reference when the Zombie/ai is dying, that's because you have to assign your model's mesh renderer under the Health Tab where the fade mesh properties are defined! :)
     
  4. beowulfkaine

    beowulfkaine

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    I did try that but it did something weird so I'm not sure if I did it right. But I'll work on that soon.

    Is there a way to have zombies that are not based on humanoid rigs?
     
  5. walledcityinfotech

    walledcityinfotech

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    Legacy Rig support will be coming really soon!!! :)
     
  6. beowulfkaine

    beowulfkaine

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    What about GENERIC Mecanim? I have a lot of those not many legacy stuff.
     
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  7. Aaron2348

    Aaron2348

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    I don't see exactly were to Increase the stopping distance in Navigation Window
     
  8. walledcityinfotech

    walledcityinfotech

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    NAV MESH AGENT not Navigation Window....
     
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  9. walledcityinfotech

    walledcityinfotech

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    Hi,
    if you have generic rig and its corresponding Animations, you can swap the motions in the current Animator Controller and it will work fine.. I haven't tested this as I don't have any generic model and Animation.... sorry :(

    But whenever you do so, please make a copy of the current Animator Controller and then do any changes in that. :)
     
  10. TheMessyCoder

    TheMessyCoder

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    Sounds good.

    How long until full body is in the kit?
    Will you be adding a 3rd person view also?
     
  11. walledcityinfotech

    walledcityinfotech

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    Full body with Split screen local multiplayer and yes of course with third person view also! :)
     
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  12. walledcityinfotech

    walledcityinfotech

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    Shooter AI is turning out pretty bad-ASS guys!!
    Can't wait to share more once it's done ! :)

    Shooter AI WIP.png

    Please support us for further development of this Asset by buying the one you need from the Below Links!

    [MEGA PACK] - [Manoeuvre FPS] - [Ultimate Zombie AI]

    Thank You! :)
     
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  13. Neviah

    Neviah

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    MOOAARRRR!!!!!

    About to see some Left 4 Dead sheeeeet right here! Oh man, the anticipation!
     
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  14. walledcityinfotech

    walledcityinfotech

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    Haha, AI patrolling and ik is is done. ! Now what's left is just trigger mechanism for shoot on sight based on agent type. :)
     
  15. beowulfkaine

    beowulfkaine

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    Here is Zombie AI with Puppet Master IK integration, works pretty good so far. My only real problem here is that because of the script, I can just place the sword there and he would just die because of the damage per second. Is there a way this script can be rewritten as a one-off? Meaning every time the collider strikes the zombie it only hits it once and doesn't maintain damage until its swung again.
     
  16. walledcityinfotech

    walledcityinfotech

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    Ohh man this looks pretty dope!!!

    You can just simply add a bool hasAttacked.

    Make sure if hasAttacked is false then only apply damage and once, damage has been applied, check the hasAttacked boolean to true.
    Now disable this hasAttacked boolean as soon as your swing motion ends.

    Since, you said colliders I am assuming you are using some kinda collider on your sword.

    Easy way to disable and enable this hasAttacked boolean is to put it inside awesome OnTriggerEnter and OnTriggerExit functions. :)

    This way you can only attack per swing!

    Dont forget to add a rigidbody with isKinematic on your collider object otherwise it won't register any OnTriggerEnter and exit events..
     
  17. Aaron2348

    Aaron2348

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    sorry thank you!!
     
  18. walledcityinfotech

    walledcityinfotech

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    Important News :

    From Next update i.e With the release of Shooter AI, Prices will be increasing of both Manoeuvre fps and Mega Pack.
    However, as per my promise, the update will be FREE OF COST for those who have already bought it! :)
     
  19. beowulfkaine

    beowulfkaine

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    Kind of like how your not an animator, I have zero programming experience. I mainly work with playmaker. Any chance you can make this script or include it in the next update?
     
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  20. walledcityinfotech

    walledcityinfotech

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    Ohhh hehe I understand, I will make one and send it to you tomorrow hopefully! :)
     
  21. walledcityinfotech

    walledcityinfotech

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    Hi guys, just a quick update!
    Manoeuvre FPS now fully supports the XBox 360 Controller Out of the Box! Just simply plug n play !!! :)
    This will be there in the Next Update! :)

    Please support us for further development of this Asset by buying the one you need from the Below Links!


    Thank You! :)
     
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  22. walledcityinfotech

    walledcityinfotech

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    Hi guys, sorry it took me so long.. Anyways, here's a small WIP video of upcoming awesome Shooter AI. I hope you guys will like it.

    In this video, I will show that AI's Dynamic Aim IK is DONE! Which is I believe the TOUGHEST part! Now making him Shoot the Player / Zombie / any Target will be comparatively easy!... Hopefully... :p

    P.S I am using Controller while recording this Gameplay! :)



    Please support us for further development of this Asset by buying the one you need from the Below Links!

    [MEGA PACK] - [Manoeuvre FPS] - [Ultimate Zombie AI]

    Thank You! :)
     
    Last edited: Mar 28, 2018
    Aaron2348 likes this.
  23. Aaron2348

    Aaron2348

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    Wow!! This is really something Amazing, It's looking great. Will Split screen be included in the Update to? Also it would be cool to make a team deathmatch system for the Ai kinda like how you did the waves system.
     
  24. walledcityinfotech

    walledcityinfotech

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    Shooter AI will be awesome and most importantly will be created with drag and drop wizard window! :)
    As I mentioned earlier, it will be having both companion and enemy AI which means you can set up 2 AIs one as companion and another as enemy and they both will fight with each other and you can just hide behind a wall or crouch and take cover and AI will take care of rest!

    On top of that you have Zombie AI as well, with a lil bit of work, you can have your own last of us in first person mode lol :p

    The split screen will be added after the full body support ! :)
     
  25. magique

    magique

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    Looks cool, but instead of looking like lumbering giants, the stone giants here just look like they are moving in slow motion. I would suggest using some animations like the following pack:

    https://www.assetstore.unity3d.com/en/#!/content/67733
     
  26. beowulfkaine

    beowulfkaine

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    LOL, the animations in this video are from that pack :) I half speed the animations on these walk cycles to intentionally make them seem giant and slow. It works a lot better with sounds effect (since added)

    Hey is there a way to have RANDOM waypoints instead of going through them one at a time?
     
  27. magique

    magique

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    D'oh! Oh well, I guess the slo-mo just looks wrong to me. Great job on all your stuff though. Keep it up.
     
  28. Neviah

    Neviah

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    Updated. Make a new script called "MouseLock.cs" and paste in this code:

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class MouseLock : MonoBehaviour
    4. {
    5.     // Use this for initialization
    6.     void Start ()
    7.     {
    8.         Cursor.lockState = CursorLockMode.Locked;
    9.         Cursor.lockState = CursorLockMode.Confined;
    10.         Cursor.visible = false;
    11.     }
    12. }
    Attach it to "Manoeuvre FPS Rig With Weapons" or whatever the player character is.
    Also, @walledcityinfotech can put this is as a Boolean in one of this scripts as such:

    "Lock Cursor" check box for true/false. For those who need to keep testing, can leave it unchecked. Just my two cents.
     
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  29. Neviah

    Neviah

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    Just wondering, if you're including xbox controller setups, would you also be adding in Aim Assist?

    I'd have to imagine it's a raycast and when it collides, it slows down mouselooks speed by about 1/5th, until it clears the collision.
     
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  30. unicat

    unicat

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  31. walledcityinfotech

    walledcityinfotech

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    This was exactly the kind of aim I was adding along with auto fire, as soon as you aim towards the target, the gun starts firing automatically. Also, a lock on target system where the crosshair will stick to the target until it's dead!! :)
     
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  32. beowulfkaine

    beowulfkaine

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    Any suggestions on a workaround for non-humanoid mecanim figures? Any luck on that script you mentioned before?
     
  33. walledcityinfotech

    walledcityinfotech

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    Hi,
    I just realized that the script you are currently using is perfect!!!
    Just make a tiny change into it and you are good to go!
    - Open the script
    - Find a Word named OnTriggerStay
    - Replace Stay with Enter i.e make it OnTriggerEnter

    That's it. Make sure you spell it exactly like this, it's case sensitive stuff.. :rolleyes::rolleyes:

    Regarding the generic rigs, I will be working on it after the Shooter AI! :)

    Best
    Hamzah
     
  34. beowulfkaine

    beowulfkaine

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    Sounds great, I'll try this script change and see how it works. I'm at a standstill until I get generic rigs to work. I've tried some workarounds but can't seem to nail it down.
     
  35. beowulfkaine

    beowulfkaine

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    Ok, so it definitely works - once, however if you try to hit it again, it does nothing. Does it have to be reset or something?
     
  36. walledcityinfotech

    walledcityinfotech

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    Please replace the whole OnTriggerEnter method with this piece of code

    Code (CSharp):
    1. private void OnTriggerEnter(Collider other)
    2.         {
    3.            
    4.             if(other.tag == "uzAIZombie")
    5.             {
    6.                 if (other.GetComponent<uzAIZombieStateManager>())
    7.                    
    8.                     other.GetComponent<uzAIZombieStateManager>().ZombieHealthStats.onDamage(DamagePerSecond);
    9.             }
    10.  
    11.         }
     
  37. walledcityinfotech

    walledcityinfotech

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    Ultimate Zombie AI vs Shooter AI (ENEMY) vs Manoeuvre FPS - Showcase Video



    Please support us for further development of this Asset by buying the one you need from the Below Links!

    [MEGA PACK] - [Manoeuvre FPS] - [Ultimate Zombie AI]

    Thank You! :)
     
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  38. Neviah

    Neviah

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    Oh man, now you know what needs to happen right?
    That's right, random audio from shooter AI!

    "Hostile Detected!"
    "Reloading"
    "Covering fire!"
    "I need backup"
    "Did you see the way that one splattered?"
     
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  39. walledcityinfotech

    walledcityinfotech

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    EX
    TOTALLY AGREED!!! :D
     
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  40. beowulfkaine

    beowulfkaine

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    This worked like a champ!
     
  41. walledcityinfotech

    walledcityinfotech

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    Awesome! :)
    It would be really helpful for the Asset if you can support it by rating it or if you have time, write a review on the Asset Store. :)

    Best
    Hamzah
     
  42. JC_LEON

    JC_LEON

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    ehi.. man i contacted you in private email ...for some infos.. and if you oculd answer me i'll be glad.. but after read the forum and watched some videos eand read news about upcoming updates (enemy shooter ai, save load system ect) i didnt resist and purchased the mega kit...to support you and your team..
    tonight i'll downlaod the kit and hopefully start to experiment with it a bit... my final goal is to make an horror survival fps so i hope you can add some stuffs that can i use for my needs like melee weapon system ... lock/door system and so on..
     
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  43. walledcityinfotech

    walledcityinfotech

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    Hi, thanks a million for your support bro!!
    Melee system is already implemented.



    Door interaction is coming in upcoming updates! :)
     
  44. JC_LEON

    JC_LEON

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    many thanks.. and what about save load system even between multiple scenes?

    and eventually menu and level loader system??

    could i use EMM eventually??
     
    Last edited: Apr 2, 2018
  45. kukuhbasuki

    kukuhbasuki

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    Hi. i'm very interested with your mega pack asset. Does it work in mobile? Do you provide touch controller inside it?
     
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  46. walledcityinfotech

    walledcityinfotech

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    Yes sir, I do have a touch controller with it with just a simple drag and drop. Also, template is ultra highly optimized to give seemless gameplay of 60fps on even lower end mobile devices.

    Please see it here,
     
  47. walledcityinfotech

    walledcityinfotech

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    You can use EMM for the time being but after the release of full body and split screen local multiplayer, I will be pushing a Horror Main Menu Add-on exclusively for the Mega Pack which will be having everything you can imagine from main menu, pause menu to in game shops for buying and selling weapons, items, etc. :)
     
  48. kukuhbasuki

    kukuhbasuki

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    Just bought this amazing asset. When the Shooter AI will be available?
     
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  49. JC_LEON

    JC_LEON

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    many thanks for your reply.. good to know.. hope kit grow better and better with many new addons in future

    and... i'm watching all your video tutorial and read the documentation but want to ask to you is is there a way to make pickup not automatic when approarch somtnig e.g. ammo, weapon ,powerup ect.. but to pickup somthiig by button press

    some suggestions if i can

    -Door system with keypad ect...
    - Decal/particle system for bullet holes and different types of materials.
    - Footstep system for audio on different materials
    -Lean System
    -Dead bodies for Zombies (and in future for shooter ai agents) could be on terrain for a desidered amount of time before disappear..tihs could be for reality or for gameplay e.g. body can be searchd for pickups,ammo, ect..
    - add mines,wall timed bombs, and explosives (barrels, fuel canteens, ect) that can damange the player and other agents aswell
    - make barricades possibles only if ayer has certain materials in his inventory e.g. wood planks.. and can place only the amount of wood planks his have..(optional eventually)
    and please.. dont diretect this great kit only for a dead trigger like game but even for a stealth survival horror game experience game..this tool has immense potential
     
    Last edited: Apr 2, 2018
  50. walledcityinfotech

    walledcityinfotech

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    Massive thanks for your support brother!
    It will be hopefully available by the end of next week !! :)
     
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