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[RELEASED] TPSA - Third Person Shooter System (template)

Discussion in 'Assets and Asset Store' started by Stiffx, Jan 24, 2015.

?

What additional pack would you like to see in TPSA?

Poll closed Apr 1, 2015.
  1. Enemy AI Shooter

    44.4%
  2. Friend AI (like sherry from Resident evil 4)

    55.6%
  1. sovietboss

    sovietboss

    Joined:
    Jan 18, 2015
    Posts:
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    Hey bro, i'm trying to hardcode tank controls into the scripts instead of using multiple engines, any clue?
     
  2. Stiffx

    Stiffx

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    I suggest you to use the var CanControll from Player and/or Camera to let another controller work solo.

    For example: When you are driving the tank, stop the normal TPSA_PlayerController with
    Code (csharp):
    1. CanControll = false.
    Than use your own tank controller, the player will be stoped inside tank and nothing needs to be done to the player.

    I hope it helps
    :)
     
  3. AgathaCrup

    AgathaCrup

    Joined:
    Jun 20, 2013
    Posts:
    27
    Hey Steffano, if you cange the scripting to unity it should be because its better...if its academic, not any better in real terms then I would stay as you are because it will make rigging a pain for those of us who just got to grips with the system or just want to get your upgrades working on our games without having to start from scratch with our Player characters.

    re my question earlier, glad it got you thinking, if you make the discard into a drop then we could instantiate anything from landmines to spells and add a lot more potential to the inventory.
     
    Stiffx likes this.
  4. sovietboss

    sovietboss

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    Jan 18, 2015
    Posts:
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    As for the tank controls, it's not a tank in the literal sense, but when you control a character from static camera angles, they act in a tank like fashion (up is up, down is down e.t.c). I'll show you a video for reference:
     
    Last edited: Mar 6, 2015
  5. Stiffx

    Stiffx

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    I see. Well for that purpose you'll need to change the animator controller + PlayerController. Because the way I did the locomotion was based forward backward movement.
     
  6. Stiffx

    Stiffx

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    Oct 27, 2014
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    Almost there...

     
    julianr, AgathaCrup and drewradley like this.
  7. drewradley

    drewradley

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    Very nice!
     
    Stiffx likes this.
  8. Stiffx

    Stiffx

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    Thank you
     
  9. julianr

    julianr

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    great work! Looking good on each update.
     
    Stiffx likes this.
  10. Stiffx

    Stiffx

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    Many thanks @julianr :)
     
  11. sovietboss

    sovietboss

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    Jan 18, 2015
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    Very very nice mate, this is awesome!
     
    Stiffx likes this.
  12. Stiffx

    Stiffx

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    Thank you @sovietboss :)
     
  13. vincentellis

    vincentellis

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    Oct 21, 2013
    Posts:
    100
  14. Stiffx

    Stiffx

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    Oct 27, 2014
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    Hi there guys.

    I've made some major changes to the project, one of them is the replacement of the TPSA_KeyController and TPSA_KeyConfig they no longer exists. Now every object you need to pickup can be configured at TPSA_PickObject


    All of the information we need to place the item to the inventory now can be found at TPSA_PickObject.
    You can set the Show Pickup message to true if you want the message to a specific object when its picked up.

    Also there's no longer Bandages var at TPSA_PlayerController (the bandages amount belongs to the inventory), the same goes for bullet box count on each weapon.

    And last but not least, moving items it's working.


    The update will be ready tomorrow.

    Sorry about the music in the backgroun, I was listening to the radio :confused:
     
  15. macodys

    macodys

    Joined:
    Jul 22, 2012
    Posts:
    64
    Bought it today and loved the update! I would really like this features in the future walk crouching and crafting the bandages.

    Anyway thanks for the big updates i really like them :))
     
    Stiffx likes this.
  16. Stiffx

    Stiffx

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    Oct 27, 2014
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    Thank you for your purchase and kind comments.

    Have fun :)
     
  17. DanielKW

    DanielKW

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    Nov 11, 2014
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    38
    @Stiffx A word of warning, I'd mute the sound if I were you. Youtube's content id match can be quite a pain if it catches anything like music etc.
     
  18. Stiffx

    Stiffx

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    thanks for the warnings I'll remove the audio ;)
     
  19. pushingpandas

    pushingpandas

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    Jan 12, 2013
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    pretty impressive asset! I will purchase it next week
     
    Stiffx likes this.
  20. Stiffx

    Stiffx

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    Oct 27, 2014
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    Thank you lookibg forward to your purchase
     
  21. Pucelano

    Pucelano

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    Mar 10, 2015
    Posts:
    7
    I bought it this night. Is the inventory already implemented, or itt will be in the next update? What must I do for updating?
     
    Stiffx likes this.
  22. Stiffx

    Stiffx

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    Oct 27, 2014
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    Hi there @Pucelano thank you for your purchase. You can download the inventory preview from www.stiffix.info
    Just place your purchase code from unity at the second tab to register, then check your email, you will receive the link.

    But if you want to wait for the inventory final version I'm uploading it today.

    Have fun
     
    Last edited: Mar 10, 2015
  23. Stiffx

    Stiffx

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    Oct 27, 2014
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    Hey hey guys, great news.

    Version 1.3 (beta) is Alive!!!

    Major changes:
    *Better movement
    *Crouching (normal mode)
    *New bulletboxes (Sniper, Ak, etc...)
    *Inventory (finished)
    *No rolling while walking backwards
    *Bug fixes




    Download now: www.stiffix.info

    Have fun
     
    Last edited: Mar 10, 2015
  24. eridani

    eridani

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    Aug 30, 2012
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    Looks great! Does it have mobile touchlook and mobile joystick?
     
    Stiffx likes this.
  25. f1chris

    f1chris

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    Sep 21, 2013
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    Stiffx likes this.
  26. drewradley

    drewradley

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    Sep 22, 2010
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    Same for me.
     
  27. Stiffx

    Stiffx

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    Oct 27, 2014
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    no It doesn't. But you can add it if you want.

    Sorry guys, (@f1christian and @drewradley ) I did some modifications to the web page cause there was some attempt to hack the page. It's working again.

    Thank you all, I hope you enjoy the update.... Please feel free to post here your considerations!
     
  28. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    I'm getting hundreds of errors with this latest version. Did you use a lower version of Unity? It asked to upgrade and the previous two did not.

    After restarting Unity a couple of times, I am down to five errors: Refresh case sensitivity failure. Asset: Assets/Modern Weapons Pack/M4A1/Textures/Thumbs.db ; Metafile: Assets/Modern Weapons Pack/M4A1/Textures/Thumbs.db.meta (for five different "Thumbs" files.

    Then when I start it, I get Null reference errors (which I can probably fix pretty easy).

    There are also seems to be a lot of missing objects (showing up as pink).
     
    Last edited: Mar 10, 2015
  29. Stiffx

    Stiffx

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    Hmmm this is very strange... I'm using unity 5 as mentioned before. Witch version are you using?
     
  30. drewradley

    drewradley

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    Well, that's the problem. I'm still using four. I thought you weren't going to upgrade to Unity 5 yet. Any chance you can back it up to still work in Unity 4.6.1? I have no plans to upgrade to Unity 5 and would hate to feel like I wasted money on a product I can't really use.
     
  31. Stiffx

    Stiffx

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    ;) no problem. Let me take a look at night I'll run some tests and create a 4.6 version. Sorry about the trouble.

    Thank you
     
  32. drewradley

    drewradley

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    Thanks! I really appreciate it.
     
    Stiffx likes this.
  33. Stiffx

    Stiffx

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    Attention please...

    If you use unity 5 you can download the last update.
    if you still use unity 4.6 please wait while I create a rollback version.


    Thanks in advance
     
  34. eridani

    eridani

    Joined:
    Aug 30, 2012
    Posts:
    655
    The inventory submenu (use, discard, move) seems too small to click with a finger... can you make them spaced farther?
     
  35. Stiffx

    Stiffx

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    This is very easy to fix, just go to Hud>Canvas>Inventory>Selected>Options

    And resize it (the Options gameobject)
    After that just set your buttons positions and its done. :)
     
  36. peter_rodrigues

    peter_rodrigues

    Joined:
    Jan 28, 2014
    Posts:
    39
    I downloaded the update from your site but when I play the game the character goes through the terrain/floor up to his waist. It worked fine before when I downloaded the asset store version but this version is giving me a bit of trouble.
     
  37. Stiffx

    Stiffx

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    Hi there @peter_rodrigues that's a really strange behavior. Can you show me when it happen? I mean when you hit play the character automatically goes down, or when you run or something else?

    Also please tell me witch Unity version are you using + some pictures can help too.

    Anyways thank you
     
  38. r3ndesigner

    r3ndesigner

    Joined:
    Mar 21, 2013
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    Hey stiffix, your road map looks like in ending. So whats we have foward? I was thinking if you can create a swimming features. No problem if this came as complementary pack, i hope you continues this awesome work.
     
    Stiffx likes this.
  39. Stiffx

    Stiffx

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    Oct 27, 2014
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    Hi there guys...

    I've created two download options at www.stiffix.info
    Now you can choose between Unity 4 or 5 to download.

    @drewradley now you can download your unity 4 version.

    But at some point you should upgrade your unity version. Most of the new features I'm thinking to add will come with Unity 5 that gives us new tools to create more.

     
    drewradley likes this.
  40. Stiffx

    Stiffx

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    Hey there, yes indeed, in fact I've created more than i promised in the road map, but anyways I have some new ideas like Driving car/boat/motorcycle and swimming like you said but they will for sure come in a separated pack to integrate this one. To be honest I've already started the process: :p:D


    I'm working with a big friend of mine, he is a very professional 3d modeling guy, so he is working on the models so far. I'm thinking that this driving pack can have individual controllers so it can be integrated with the main pack or any other pack (at least I'll try), the secret is to keep it simple.

    Anyways I'm getting close to the road map end of the TPSA to start adding new features.

    "But of course there will be a discount for you guys who stand with me from the very beggining"

    Cheers
     
    r3ndesigner and SecretStudio like this.
  41. r3ndesigner

    r3ndesigner

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    Mar 21, 2013
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    OMG please please please , i want it. Will love to see this new features, i am anxious to get this in my project, i ll purchase this certainly. If i can ask or give some ideias, ll love to see a partner ( some girl to help the guy) pack, a pack with swim, climb and figth animation like kick or punch, military pack with prone animations, parachute, parachute, flamethrower ?. Riding horse, ll love to see shooting in zombies riding a horse. Any way when u create it, be sure i ll buy.
     
    Stiffx likes this.
  42. Stiffx

    Stiffx

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    wow thank you for your support I appreciate it. About thre requests they are too many :eek::D but I'll consider most of them. Stay around I'll be updating the thread about it.

    Cheers
     
    macodys likes this.
  43. Stiffx

    Stiffx

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    Oct 27, 2014
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    I'll just leave it here and fly away :rolleyes:

    This is the next steps of TPSA I'm still deciding the details, but you can count with driving each one of them.



     
    jayimagination likes this.
  44. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,029
    This is great but what about the core of TPSA? What do you plan to do after 1.3? Adding climbing cliff, ladder, vines and swimming would be great... not sure if I understand well but it looks like the drive vehicle thing will be a separate add-on right?
     
    Stiffx likes this.
  45. Stiffx

    Stiffx

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    Thanks @rosor, the driving pack is a separated add-on feature. But for sure there's still some things to add to TPSA core, the climbing is already there, the swimming I think make sense with the driving pack because of the boat but climbing ladder should be good for 1.4 version. And who knows right? This is not even the end for TPSA core I'm just creating a add-on :D because there's too many requests for driving.

    Cheers
     
  46. drewradley

    drewradley

    Joined:
    Sep 22, 2010
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    Having some problems with the wall climb. All my assets are much smaller than the guy you provided and when I scale down the climb wall, it doesn't work correctly. If I have it at the right height for my models, it doesn't work. It does work when it is a little too high though but he can't make it up and falls right off. Jump over and Step up both work fine when down scaled, but not the climb wall. Where would I begin fixing this?

    Thanks!
     
  47. Stiffx

    Stiffx

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    I'm using object scale to calculate the jump height maybe it's a scale difference from your objects according to the character. Anyways, before changing anything I ask you to create a simple box at unity and use it's normal size and scale it down to fit your character height (Just to check stuff).

    But you can always adjust the jump height from TPSA_PlayerController at line 1319.

    Code (csharp):
    1. jumpHeight += 4.6f;
     
  48. drewradley

    drewradley

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    Sep 22, 2010
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    My characters are all 2 boxes tall - or one capsule. That seems to be about the standard size. Anyway, I did a test build and it worked better in the build. I forgot that Unity's physics works a lot better in the build than in play mode via the editor. I might be able to play with the scale of the object a bit more and get it to work just fine.

    But now I have a new issue:I have started getting this error and I cannot figure out why:
     
  49. Stiffx

    Stiffx

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    This error occur when your camera Y rotation is added to a Quaternion variable to calculate the Torso rotation while aiming. I really did not expect that because i test it if it's NAN but anyway you can change your Spine rotation adjust variable to solve the problem (cause it could be giving a very large or small value)
    take a look: http://prntscr.com/6gi79r
     
  50. drewradley

    drewradley

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    Sep 22, 2010
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    Got it, thanks!

    How do I use the right hand rotation adjustment? I had to reset them to 0 otherwise it was literally pointing right at his face. Now, only the smallest of numbers (like .000001) does nothing and anything larger goes crazy.