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[Released] NeoFPS - A first person shooter toolkit and template

Discussion in 'Assets and Asset Store' started by YondernautsGames, Jul 31, 2019.

  1. YondernautsGames

    YondernautsGames

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    Hey jnbbender. It's not just for low-poly at all - that's just what I've used for the demos so I can focus more time on the code and features. If you have AAA quality weapons then NeoFPS can work great with them. There's a couple of people on the discord who are also adding their own animations to other gun assets, so if you are able to source/create custom animations (animation and sound design seem to be the weak points for most gun assets) then it's a great place to discuss tips and how to get the best results.

    Regarding AAA characters, that depends what you mean? NeoFPS has no restriction on the arm models, but it doesn't currently have the system for full body animation or third person views. I'm just starting on nailing down a new animation pipeline now so that I can sort demo animations to use for those (I'll be adding third person animation for future use in multiplayer, not as a third person control scheme).

    I hope that helps
     
  2. jnbbender

    jnbbender

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    Very cool, thanks. When you talk full body animation/tp views, are you referring to full body awareness?
     
  3. YondernautsGames

    YondernautsGames

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    That's one half. The other is full body animation for other player characters in multiplayer that's synced to their first person view. There's a lot of overlap in how they would be implemented though.
     
    jnbbender likes this.
  4. jnbbender

    jnbbender

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    When I load a number of the Demos (FeatureDemo_Parkour, DemoFacility) I get the error "NullReferenceException: Object reference not set to an instance of an object" The reference it refers to is in AmbientOcclusion.cs in the PP stack. I checked the PlayerCameraSpring and the Post Processing Layer seems to have everything setup okay. Any ideas?
     
  5. jnbbender

    jnbbender

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    Forget it. The Anti Aliasing mode is set to "No Anti-aliasing". When you set this to FXAA or anything else it works fine.
     
  6. YondernautsGames

    YondernautsGames

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    Ok, thanks for updating. I'll change that property in the next update too.

    If it happens again, the way I know to fix it is to remove the PostProcessLayer component from each of the camera objects (including on the character prefabs) and re-add it. You'd also need to set the volume blending layer property to PostProcessingVolumes. I wouldn't do a copy and paste values or paste as new, as that might well replicate the bug in the new component. Hoping for an update from them soon that fixes it.
     
  7. BioBurden

    BioBurden

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    There's nothing stopping you from switching out the weapons and animations and using your own. Same with player models. Hope that helps.
     
  8. pushingpandas

    pushingpandas

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    So what is planned for next update?!
     
  9. YondernautsGames

    YondernautsGames

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    Hey @pushingpandas. The next big update is mostly focused on usability features: quick-starts, item creation wizards, simpler project and scene setup, easier control over things like default key bindings. There will also be some smaller updates in the meantime with fixes and smaller features like individual firearm modules. Finally, the playmaker and rewired integrations are due very soon.

    I added a trello board at https://trello.neofps.com which details the in-progress features along with upcoming priorities and more detailed wish-list features
     
    RAWilco likes this.
  10. giraffe1

    giraffe1

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    what is the difficulty level of swapping out hand models with this asset?
     
  11. YondernautsGames

    YondernautsGames

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    Hey @giraffe1. The included demo weapons use generic rigs for the arms, so if you're talking about literally swapping the mesh, but keeping the guns and animations, then the new mesh would need to be rigged the same way. I'm working on a new weapon now which uses Unity's humanoid rigs as part of setting up a new animation pipeline.

    If instead you have your own weapons and arms with a rig and animations, then it should be simple. The weapons systems just set animator parameters to direct the animation (if an animator exists) and let Unity's animation systems handle the rest.

    I hope that helps, but otherwise you can hop on the discord and ask. There are a bunch of users there that have replaced the weapons and arms.
     
    akuno likes this.
  12. jnbbender

    jnbbender

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    I've attempted to walk through the tutorial for adding a weapon (WAY to focused on the Low Poly asset, needs to be more widely scoped). I believe I'm finished but in the Modular Firearm Details panel it states -One or more shooter modules has an error. I've added all my elements and there are no errors on any element. Has anyone encountered this?
     
  13. YondernautsGames

    YondernautsGames

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    Hey @jnbbender. That shouldn't be the case - any module errors that can trigger that should be highlighted on the module behaviours themselves. Is there any chance you could send me a screenshot of the main Modular Firearm behaviour and the modules so I can investigate further? You can post them here or reach me via support@neofps.com

    Agreed. I'm trying to get a number of item creation wizards sorted, including firearms, and then I'll do a new series of tutorials on the new workflow (the output will still be the same).
     
  14. jnbbender

    jnbbender

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    @YondernautsGames I had to make a video so you could see all the Components. If you notice the "Modular Firearm Details" underneath thhe Documentation button, it states I still have an issue.

     
  15. YondernautsGames

    YondernautsGames

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    Ah nice one, thanks @jnbbender. Sorry, I didn't pick up on you saying "One or more shooter modules". I read it as firearm modules.

    So the error is on the "Simple Ballistic Shooter" - it doesn't have a projectile prefab set. You can find an example projectile at: "Assets\NeoFPS\Samples\Shared\Prefabs\Weapons\Projectiles\Projectile_40mmGrenade.prefab"

    It seems I also missed the tag that highlights that as an error in the inspector so I'll get that sorted in the next update.

    So you are aware though, there are 2 versions of the ballistic shooter. The "Simple Ballistic Shooter" which you're using there doesn't react to accuracy changes due to sprinting, recoil, etc, and it also purely uses the muzzle's forward direction instead of the camera center. That might be what you want, but the "Ballistic Shooter" adds those things in.
     
  16. jnbbender

    jnbbender

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    Yeah, I didn't have the needed components for Ballistic Shooter. Since this is just my test ground I used Simple Ballistic Shooter.
    Thanks for helping out.
     
    YondernautsGames likes this.
  17. YondernautsGames

    YondernautsGames

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    Update v1.1.03 is out now

    New Features Highlights:
    • NeoFPS Hub replaces the welcome popup and settings wizard with a page based editor UI
      • Quick start readmes
      • Update notes tracks the installed version and shows required changes when updating the asset
      • Demo scenes browser and readmes for each demo scene
      • Improved game settings (player controlled options)
      • Improved game managers (NeoFPS and unity systems options)
      • Custom script creation wizard
      • Integrations page linking to asset store and GitHub integration repos
      • Standalone tools page describing non-hub tools and providing shortcuts to open them
    • Pattern shooters (hitscan and ballistic) shoot in a specific pattern
    • Spread ballistic shooter allows random spread (shotgun style) with ballistic projectiles
    • Advanced bullet ammo effect adds randomised damage and damage falloff over range to modular firearm bullets
    • Ricochet and penetration ammo effects that stack with existing damage effects
    • Ballistic projectile with simple drag adds a basic drag system to the standard projectiles for more interesting trajectories
    • Simplified firearm aimer and recoil modules for AI integration
    • New NeoFpsInputManager moves default bindings to a new location, and adds a new gamepad profile system
    Major Changes:
    • Updated samples to Unity 2018.4 and new prefab system
      • New variant prefabs for characters and weapons to reduce maintenance errors
      • Nested prefabs for scenes for easier changes (eg updating lights for HDRP conversion)
      • Old prefabs moved to new Samples/Legacy folder
      • Renamed prefabs and assets for more consistent naming conventions
    • All managers now moved to scriptable objects
    • Options to allow reloading while ADS
    • Gamepads are now auto-detected and use gamepad-agnostic profiles
    • Hitscan shooters now use pooled bullet trails instead of a line renderer on the gun
    Any problems, let me know via support@neofps.com or the discord server
     
  18. YondernautsGames

    YondernautsGames

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    Just released version 1.1.12 with the following changes:

    Additions:
    • New wieldable tools system (code only - no demo art included currently)
      • New wieldable type alongside firearms, thrown and melee weapons
      • Primary and secondary fire modules
      • Start, continuous (hold) and end actions
        • Animator trigger actions
        • Hold to charge action
        • Consume inventory item actions
        • Flashlight tool module (toggle action)
        • Grapple tool module
        • Heal actions (wielder or target)
        • Play audio actions
        • Shield booster actions
        • Unity event actions
      • Procedural and keyframed sprint handlers
      • Stance system
    • Grapple-swing motion graph state
    • Add force and record velocity motion graph behaviours
    • New HeadBobV2 head bob system with crosshair centering and bob strength sliders in game options
    • Character velocity based weapon sway
    • ParticleToRigidbodyShellEjector uses particle system while in view, swapping particles for rigidbodies after

    Changes:
    • Added FoV settings to graphics menus
    • Vastly improved explosion damage handling (won't stack damage on multiple colliders / damage handlers for a single character)
    • Reworked KeyBindingContext system to allow for easier addition of inputs that can share keys
    • Added support for multiple inputs on each gamepad button (eg ADS + secondary fire)
    • Improved KinematicHingeDoor 1-way behaviour (you can now add a hinge transform to either the positive or negative)
    • Added "Tilt Towards" setting to BodyTilt motion graph behaviour
    • Can now specify new pool size prior to adding new pools to scene pool info or pool manager
    • Added max speed multiplier to ricochets and penetration in SurfaceBulletPhysicsInfo
    • Improved bullet trail cleaner for projectiles that aren't removed on hit
    • Added OnTagged unity event to TargetTrackingAmmoEffect to make switching ammo effects easier on tagging a target
    • Made it easier to extend TargetTrackingAmmoEffect and add conditions to tagging objects
    • Added template descriptions to item creation wizards
    • Checked and re-exported all item templates
    • Switched prefab references in neo inspectors to use new project browser system (eg projectiles, explosions, hitscan trail)
    • Split thrown weapons into base class to remove inventory dependency from core functionality
    • Demo sticky projectile is now set up as an interactive ammo pickup (using shotgun ammo to demonstrate)
    • Item pickups now support pooling (destroy on consume now changed to "return to pool or destroy" on consume)
    • Removed inventory key from generated constants (you should now add new items via the database)
    • Removed FpsInputAxis from generated constants settings and made it harder to accidentally generate all
    • Improved lookahead on StandardShellEject to compensate for character position interpolation
    • Added new shell casing physics material for better bounce
    • More intuitive velocity and slope handling in AnimCurveDashState
    • Better interpolation handling in PhysicsBulletCasing
    • Added ADS multiplier for RotationBob on weapons
    • Made hitboxes on cameras and turrets slightly bigger
    • Nicer water surface texture
    • Demo characters now lower weapons when swimming or climbing ladders
    • Better exception handling when loading from save
    Bug Fixes:
    • Fixed camera seeker angle ranges clamping in OnValidate before input is finished
    • Prevented hammering different weapon slots from blocking ADS when ending on the original selection
    • Fixed registering NSGO save game prefabs with save system from within prefab-stage
    • Prevented gamepad settings from creating NeoFPS manager objects on run when NEOFPS_LOAD_ON_DEMAND is used
    • Prevented animator parameters resetting on disable/enable for chambered and incremental reloaders
    • Fixed broken player character wizard (incorrect stamina system setup)
    • Restored correct inventory IDs on armour prefabs
    • Dimmed the stylised projectile trail to prevent blinding people
    • Teleporting NeoCharacterController now resets interpolation properly to prevent crazy skipping effect
    • Fixed potential out of range bug on pattern editor for pattern shooters
    • Fixed gizmo error with character prefab open in prefab stage while in play mode
    • Fixed aimer gizmo not matching aim offset transform
    • Fixed LaserPointerAimerSwitch causing error on load from save when not on active weapon
    • Fixed ModularFirearmModeSwitcher not connecting after load from save if weapon was never selected
     
    ledshok and SirTwistedStorm like this.
  19. YondernautsGames

    YondernautsGames

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    NeoFPS is currently 50% off in the Unity Summer Smash Hits Sale!
    Last Chance - July 27th - August 9th.

    Grab it here!
     
    Last edited: Jul 28, 2021
    ledshok, BioBurden and Malbers like this.
  20. adrog6666

    adrog6666

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    HI.
    Dumb Question, but how do I change the size on player, no matter how small I make it it won't fit through my door ways, and the player can't get close to tables or benches etc, also without making the hit detection to small so it doesn't effect hits from Ai's
    So basically I want to make the player collision smaller without effecting the Ai's hit collider, I think?
    thanks

    Edit- think o worked it out, all good...
     
    Last edited: Sep 22, 2021
  21. OZAV

    OZAV

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    Hello, and happy new year everyone. HEY - NEO FPS, what are community asset news for the 25-01-2022 ? :).
     
  22. ledshok

    ledshok

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    Recommend you join the neoFPS discord server. You'll be able to see all the news/updates/progress there (as well as interact with its excellent community).
     
  23. OZAV

    OZAV

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    ... Thanks, but: we don't discord, and we prefer to have the asset news on their release threads, such as: right here :).
     
  24. lod3

    lod3

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    @YondernautsGames

    Greetings. Have been considering this asset, but a tutorial video I was watching, that sort of explained how to implement a custom gun model, had the arms and guns as a single model. Will NeoFPS work when the arms and guns are separate? Please advise.
     
  25. YondernautsGames

    YondernautsGames

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    Hi there.

    In the current version it doesn't support that, but I'll be uploading an update within the next 2 weeks that adds a first person body and will make this possible. Do you have more info on how the hands and weapon are set up?

    There are 2 main setups that the update will support:

    1. The character arms and weapon are separate objects, each with their own animators. The arms are permanently attached to the character. Switching weapons overrides animations for the arms, and then the weapon sets animator parameters on both objects to sync up animations. Each frame the arms object is aligned to the weapon object so that the hands match up when the weapon is affected by the various procedural animations (recoil, sway, stances, aiming, etc). Both character and weapon can have generic or humanoid rigs.

    2. The character has a full body with arms using a humanoid rig. It has locomotion animations, but doesn't need weapon animations. The weapons have animated bones/proxy objects representing the hands and fingers. The system uses IK to match the character hands to the weapon bones. The weapon itself can have either a humanoid or generic rig. I actually use the NeoFPS demo weapons as an example for this which have the arm animations built in. I remove the skinned mesh for the arms and use the IK setup to match the character hands to those bones. The results have been pretty seamless (as long as the character arms aren't too short compared to the weapon arms).

    If you have a very different setup to those then I'd be happy to look into how it can be made to work though
     
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  26. lod3

    lod3

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    Actually had legacy versions where the arms and guns are one, so should be good to go. Thanks!
     
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  27. OZAV

    OZAV

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    ... installing / adding new weapons it's always best idea to copy the existing one and take it from there, making the project backup first. however - the most common mistake is not to reset the new model weapons, once added to the slot. Once you do that right, it will be not much problems from there and animations will always turn up mostly ok for the further needs and you would not be able to blame them for the things going of the position that way (since animations never cause that). A complete video tutorial on adding new weapons can be, say, made by the dev, as the time allows, and: for our vote - community will also benefit form having such links of already made videos for that and similar tasks: listed often enough: and right here :). RDA-TheHouse_01.jpg
     
  28. YondernautsGames

    YondernautsGames

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    Hi @OZAV. I'm not totally clear on what you were saying there. If you were referring to the previous comments about split hands and weapon rigs, then the reason NeoFPS didn't support it is more that the firearm systems assumed there was a single animator component. I've changed that behaviour for the upcoming update so that the weapons can work with multiple animator components at the same time.

    There is a video series on the weapon systems here though, and another series specifically on animator controllers here. The animator one is mostly high level concepts instead of a specific guide because the NeoFPS weapon systems mean that you can create firearms with much more features than just shoot, reload, draw, etc. The firearms tutorials go very in-depth on various aspects of the system. I link both of these series through the website and through the NeoFPS hub within the asset. I'll update the forum post with them once this update is out though :)
     
  29. giraffe1

    giraffe1

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    Is there any plans in the near future to fully support URP or HDRP or both?
     
  30. YondernautsGames

    YondernautsGames

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    I'm hoping to create SRP versions of the scope shaders soon. Those are the ones that can't easily be converted using amplify shader editor because they use stencils. I would like to switch over to using something like better shaders later in the year so that I can add SRP support and keep the maintenance workload manageable. I've not worked out exactly when though
     
    JamesArndt and giraffe1 like this.
  31. khushalkhan

    khushalkhan

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    Great FPS, Any plan of adding TPS to this asset? or making another asset same as this one but TPS? Assets store have no good TPS. I bought almost all of them but none of them are as good as neo fps. Neo Tps must be worthy of buying if you managed to develop it.
     
  32. YondernautsGames

    YondernautsGames

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    Not in the short term but I have a rough plan for longer term. I don't want to end up with 2 assets of the scale of NeoFPS that I have to maintain, so the plan would be to restructure NeoFPS to something that's easier to share the component parts. That's not a major architecture restructure. More of reorganising namespaces and splitting the asset up into parts that I can work on in isolation. It's hard to do that with an asset that's actively in use by a bunch of people without breaking all their projects though so it would probably be a sequel.

    That being said, the new first person body features could possibly serve as the base for a TPS for anyone that really wanted it and was willing to put some work into adapting it.
     
    khushalkhan likes this.
  33. paulojsam

    paulojsam

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    Is emerald 3 integrated i wonder?
     
  34. YondernautsGames

    YondernautsGames

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    Hi there. Yes, there is an Emerald AI integration here: https://github.com/YondernautsGames/NeoFPS_EmeraldAI (the main repo is for Emerald 3 and there's a branch for Emerald 2). I'm also working on my own AI for better tactical enemy NPCs. I hope that helps
     
  35. paulojsam

    paulojsam

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    Thank you! I hope its easy to change weapons, and hands, i have to check your tutorials with time!
     
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  36. YondernautsGames

    YondernautsGames

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  37. w34edrtfg

    w34edrtfg

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    @YondernautsGames you should update the windows demo (only has 1 scene): i thought NeoFPS didn't have foot ik and it actually has :eek:
     
  38. YondernautsGames

    YondernautsGames

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    Hey there. The "Single Player" menu in the demo has a button called "Select Level" that has all of the demo levels in there including the foot IK one. I'll rename that to demos and move it to the top of the list though, since it's not as obvious now that I've added the "New Game" section. Thanks for making me aware :)
     
  39. w34edrtfg

    w34edrtfg

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    Lol you're right, i redownloaded the demo just to check it and yes, the options were there.
    I clearly went the "New game" way as you said.
     
  40. Rujash

    Rujash

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    I know you have mantling, any easy way to turn that into vaulting? First person animated, with one arm going down and another keeping hold of a weapon. Not getting ontop of a object but the other side instead.

    Also hanging, climbing (wall).

    Also longterm... Some of your competitors deprecated assets instead of updating them, and then provide piddily discounts for the new versions (if any at all). What's your philosophy on that, and is it sustainable?

    I also just have to say, this asset looks a lot like half life in a good way... exactly what I want. Hoping to see you look at competitors and the most in-demand features and prioritize those.
     
  41. YondernautsGames

    YondernautsGames

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    Hi there. There's a few ways to do vaulting, depending on the feel you're looking for:
    1. If you're using the full body setup then you can trigger a character animation for a vaulting move, and use root motion to handle the actual movement. There are a number of motion graph behaviours that you can add to your states to orient the character towards the obstacle on entering the state and driving the weapon selection. I don't currently have a behaviour to drive weapon animation from the motion graph, but if you set to holster the weapon (select nothing) then the body animation takes over the hands for full body characters. This would give a methodical/physical feeling movement and give the best results for full body imo
    2. You can use the different motion graph conditions to check for a low obstacle and high clearance when moving forwards at speed, and use that to trigger a jump state with a low jump height. You can then attach behaviours to that state to handle the weapon selection. As mentioned above, I don't have behaviours to control weapon animation from the motion graph. I could add them though. This version would give the best "flow" for a fast paced game, allowing you to easily keep momentum. It wouldn't work as well if you have visible legs and torso though.
    3. You can add a custom motion graph state to handle the vaulting movement, using the mantle state as a starting point. Essentially it just means extending the distance you step onto the obstacle and adding gravity movement when past the peak. If you're not using character legs and full body animations then this would give that methodical feel similar to option 1. I have a guide for custom states here: https://docs.neofps.com/tutorials/extend-motiongraph-states.html
    The hanging and climbing would either need to use root motion or custom states. I do have a task on the roadmap for extended climbing and traversal, but there are a number of higher priority jobs need doing, and I haven't decided if it would be included in the asset or provided as a separate extension.

    I'm about to submit an update (this week) that adds SRP versions of the shaders, along with a simple floating origin solution for larger worlds.

    After that I will be focussed on putting together a major 1.2 upgrade. This adds an AI system for enemy combat with a number of features that you'd want in an FPS game. It also refactors a number of existing systems for better flexibility and future proofing. That will be a (cheap) paid upgrade, with a price rise for the full asset and a separate spin-off asset that's cut down to a similar level to the existing NeoFPS (free upgrade). The AI will also be available for testing for existing NeoFPS customers before that point as long as they verify on the discord (I don't have a specific date for that yet).

    Once the 1.2 upgrade is complete, my plan is to investigate multiplayer, and add smaller features, demos and extensions while that is ongoing. There are a million different multiplayer solutions for Unity atm that each have their strengths, so I haven't decided which to use or how it should be delivered. If possible I'd like to avoid locking people into one solution, but obviously I can't write multiple versions myself. This should be considered a long term plan.

    In terms of sustainability, that's the reason for the paid upgrade to 1.2. It's a lot of work to reach that point. After that, it's kind of a case of how well it does sales wise that decides whether my focus is demos and examples (better marketing), extensions (more sales) or larger features (happier users).

    Thanks :). HL2 was one of the major inspirations for a number of features and demos, along with Deus Ex and Titanfall 2. I hope the points above address my priorities, but you're also welcome to jump on the discord and discuss further at https://discord.neofps.com/

    All the best

    Chris
     
  42. Rujash

    Rujash

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    $75 still pretty steep right now, however I'd probably pay it once I'm done with everything idea-wise to get going; or on sale.

    I appreciate the response. I think there's quite a bit I need to dig more into. The demo is Windows only but I am on Linux and I'm wondering also if the asset will work on Linux (some don't, fully anyway).

    I questioned the need for AI, but maybe your controller doesn't work well with other AI assets? Or is that part of the upcoming: integrations?

    My questions right now are:
    Can the controller handle shooting from a ladder, while on it, and to the side? Basically animations for one arm out and shooting, while hanging on. Then the manual said you want to make basically _the standard_ for all FPS with your ladder implementation, and I'm wondering if you have 'slide down ladder capability in there.

    I imagine the controller is capable of anything, as any class is, but if it's built for it/won't interfere.

    Some things, just that I'd want to see in a maneuvering/agility/parkour extension is the aforementioned vaulting, hanging, ledge moving.. and then the ability to go prone/prone moving to go into things like crawlspaces (not merely ducking), and moving through bars of a gate, and also stepping sideways through a hamburger obstacle where the middle is cut out. Also 'stepping over' an obstacle, which is just a slower vaulting.

    Ideas for you to chew on. If/when I plan to use it, I am probably doing the separate arm animations and not full body.

    As I said, appreciate the sincere effort to answer.
     
  43. YondernautsGames

    YondernautsGames

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    It should be fine. I don't have a linux setup to test, but there have been a few people on the discord using it on linux and mac os and reporting all fine. The main issue with other platforms is gamepad support, but there is an input system extension package that you can apply (takes some setup but instructions included) that helps with that. Otherwise there's not really anything standalone platform specific that isn't down to unity itself.

    There are integrations for Emerald AI and Invector FSM atm. Users on the discord have also integrated with Blaze AI. However I'm personally not satisfied with any of the AI solutions available, both from a viewpoint of integrating with neo (getting them to work with the save game system is usually the biggest problem as they have to be authored with save systems in mind) and just in terms of their capabilities out of the box. Neo's AI will be specifically focussed on the kind of enemies you would expect in an FPS

    You can shoot from ladders, but currently I don't have hand IK for ladder climbing and as previously mentioned, I don't have a system for driving weapon animations from the motion graph. That's something I have planned, but not scheduled. Sliding down ladders can be achieved with the motion graph by using sprint and look direction conditions to switch to a faster ladder climb. The existing motion graphs aren't set up with that, but there's nothing preventing it.

    Sounds good. I appreciate the suggestions anyhow. I obviously have to pick and choose what I work on at any one time - what my priorities are, but it's good to get a feel for what people are after. If you have any examples of the features you'd like in existing games then feel free to let me know. My main reference for the traversal mechanics when I get to them will probably be dying light 2, but there might be other games that do individual mechanics better.

    Cheers
     
    Rujash likes this.
  44. Rujash

    Rujash

    Joined:
    Jan 3, 2014
    Posts:
    37
    Able to pick it up early with the sale.
     
  45. tonyyroman1993

    tonyyroman1993

    Joined:
    Apr 14, 2020
    Posts:
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    Hi, I want a new fps shooter, but before I buy I have a few questions, new weapons can be added. but not models but new weapon systems, eg flame throwers, or other types of weapons besides the standard ones?
     
  46. YondernautsGames

    YondernautsGames

    Joined:
    Nov 24, 2014
    Posts:
    328
    Hi there. Yes, you can add new weapon mechanics. The firearm system is modular and made up of a number of parts. You can add your own custom modules, such as a particle system based shooter for flame thowers in your case (for example).

    This page of the docs covers the available modules: https://docs.neofps.com/manual/weapons-modular-firearms.html

    Plus there's a page which lists the base classes / interfaces to use when writing your own: https://docs.neofps.com/tutorials/extend-firearms.html

    If you want to create something that doesn't follow the typical pattern of a firearm, then there's also the wieldable tools system. I use that for things like the grappling hook and blink skill. Docs here: https://docs.neofps.com/manual/weapons-wieldabletools.html

    I hope that helps. Let me know if you have any other questions
     
  47. grionseengel

    grionseengel

    Joined:
    Sep 2, 2017
    Posts:
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    Hello,

    I am currently integrating Emerald 3 into the NeoFPS engine. For this I have also installed the NeoFPS_EmeraldAI.
    Now I have created my own opponent via the setup of Emerald and configured it so far. Everything works except for the damage of the opponent to the player. The attack animations are played, but the player receives no damage. I proceeded according to the readme. Can someone help me and give me a tip what I do not heed.

    Greetings, Andreas
     
  48. YondernautsGames

    YondernautsGames

    Joined:
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    That should be tied to the custom EmeraldAIPlayerDamage.cs script. Make sure that you delete the one that comes with Emerald AI and use the one that comes in the github repo instead.

    Last I checked (which was a little while ago) there was also a bug in Emerald where AI would not add the damage handler to the player if you agro them by attacking before they detect you. That might well be fixed by now, but you could also get around it by adding that EmeraldAIPlayerDamage component to the root of the NeoFPS character prefab too.

    I hope that helps
     
  49. grionseengel

    grionseengel

    Joined:
    Sep 2, 2017
    Posts:
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    Thank you for the quick reply.
    I have replaced the script. I also copied the NeoFpsEmeraldAI_ChomperMelee into my level as a test. It also causes damage to the player. Therefore it works. But only with the ChomperMelee from the demo. It does not work with my own opponent. Do I still have to assign a damage zone to the opponent?
     
  50. YondernautsGames

    YondernautsGames

    Joined:
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    Posts:
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    No, the damage zone is only for general contact damage. The attacks should deal one-shot damage on top of that.

    I think the next place I would look is the layers the AI detects and attacks to make sure that it's attacking the correct object on the player