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[RELEASED] Ultimate Survival - The Complete Survival Template

Discussion in 'Assets and Asset Store' started by AngryPixelUnity, Nov 20, 2016.

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  1. TheMessyCoder

    TheMessyCoder

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    Hi All,

    I forgot to post this here, but I have cleaned up the ammo scripts and logic.
    Now you can also support magazines and automatic weapons.

     
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  2. MrBeros

    MrBeros

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    I dind`t tested it jet but FPS Tag.... this was what i missed :D
    thank you
     
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  3. zenGarden

    zenGarden

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    Well, it's not totally working the way i did using a "mesh renderer", fire animations doesn't work.
    If i try instead using "skinned mesh" and adding the bone to the slot like default weapon setup, it makes the weapon huge with bad placement and rotaion.
    Anyway using a "mesh renderer" and doing as i done can be a way to get something functionnal while something better is done in 0.2.
     
  4. TheMessyCoder

    TheMessyCoder

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    yeh waiting for 0.2 was why i didnt bother putting the video together.
    I cant remember but i think i put my gun as a child of the original gun and removed its mesh renderer to get the animations working
     
    Last edited: May 13, 2017
  5. TheMessyCoder

    TheMessyCoder

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    great! yep i remember having a similar issue before.
     
  6. zenGarden

    zenGarden

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    It doesn't work, the weapon is globally well placed , but it does not follow hands movements like idle,fire,draw weapon.
    It really needs something as easy as drag and drop and working like bone slot for weapon where we only need to attach a weapon as child , use IK for adjusting offsets if the weapon is not totally the same or give some model source guide.
     
  7. gegebel

    gegebel

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    I imported the arms in 3DMax and made the changes there.
     
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  8. AngryPixelUnity

    AngryPixelUnity

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    Using IK is a great idea but since the rig isn't humanoid (we can't use Unity's IK) we'd have to develop our own solution. We'll include the source models in 0.2 and a tutorial.

    Not sure why simply dragging your mesh in the "Weapon" bone wouldn't look alright.
    Don't place the weapon where the default one is, make it child of the "Weapon" bone.
     
    Last edited: May 14, 2017
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  9. AngryPixelUnity

    AngryPixelUnity

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    We'll use UNET for multiplayer in 0.3, not Photon.

    Send a PM here with the issues you're having.
     
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  10. TheMessyCoder

    TheMessyCoder

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    Hi people.

    I am really loving Ultimate Survival and added unloading ammo to my little game.

    Here is how to do it.

     
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  11. TheSeawolf

    TheSeawolf

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    @TheMessyCoder , thanks for your videos. I really hope that you continue to make videos even after version 0.2 comes out.

    What I like about US and your videos is the simplicity of design and implementation.

    @Winterbyte312 , I re-read the trello, and have a couple of suggestions such as a shop keeper feature for trading and a warmth and dryness feature that we can link to the campfire, sleeping bag, cave or house.

    Finally, does anyone have a suggestion for a quest asset that isn't overly complicated?
     
  12. AngryPixelUnity

    AngryPixelUnity

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    Quest System Pro should be great. And thanks for the suggestions.
    https://www.assetstore.unity3d.com/en/#!/content/63460
     
  13. gegebel

    gegebel

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    I've tested Quest System Pro. I don't like it. Their way to program is weird and unprofessional. It relies HEAVILY on their inventory pro asset, which makes it inflexible in my eyes.
    I use a simple dialogue system with variables for quest completion.

    As for the warmth and dryness, how do you define what is a house if it's made of single walls. You would have to either have a trigger at the door, which would make every building without a door not be a house, or shoot raycasts in every direction every x seconds like in ARK, or make a floor check, which would happen on any foundation. It's a complicated issue, I sure would love it, but not an easy task :)
    For the time being I rely on UniStorm for warmth and dryness, since they are already implemented.
     
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  14. zenGarden

    zenGarden

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    Try it yourself. I don't know if it's a bug, but the objects childs of the weapon model just don't follow fire movement or draw weapon. The "skinned mesh renderer" seems to not apply to child because they use a "mesh renderer"
    If the weapon used a "mesh renderer" and the animations was made in a way it was some specific bone for weapon any weapon could work.

    There is a bug when you chop trees, it creates a long lits of "wood chop FX" as you continue chopping.
     
    Last edited: May 14, 2017
  15. gegebel

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    I think you can add the "Object Destructor" on the "wood chop fx" prefab and define how long it exists in the Inspector.
     
  16. TheMessyCoder

    TheMessyCoder

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    Thanks man.
    I made a little shop keeper when I was playing about.

    basically I made a property call 'value' assigned for each item in the DB.
    Thats its base value.

    Then it is multiplied by the durability of the item, so if its damaged/worn then it decreases its value.

    TradeSys looks great for handling supply and demand to affect prices.

    Then like the supply chest, you trade with it, so can only take out if you have enough money.
    And the supply chest can only accept items if it has enough money.
     
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  17. AngryPixelUnity

    AngryPixelUnity

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    Hmm, expand the bone hierarchy until you're able to see "Weapon", this is the bone you should add your new weapon model under.
     
  18. zenGarden

    zenGarden

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    It works and it's very simple, if you place your custom model as child of "Weapon" gameobject instead of child of the current existing weapon.
    This is not how it is done in the video shwoing how to make a new weapon.
     
  19. AngryPixelUnity

    AngryPixelUnity

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    Yep.
     
  20. gegebel

    gegebel

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    Did anyone add a weight property to the inventory ? if not I think I'm gonna try to do that
     
  21. TheSeawolf

    TheSeawolf

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    Not yet, but I had planned on looking at this as soon as I finished the "Add backpacks to increase inventory" tutorial by The Messy coder. then I was going to check out some Skyrim mods that have this feature for ideas.

    i'm just stoked at the moment having chop-able trees and mine-able rocks.
     
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  22. gegebel

    gegebel

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    I wish I could limit the amount of colliders I have around the player to boost FPS. When you have like 1000 trees on the terrain, the FPS drops by half, which is kinda annoying.
    How did you guys limit your colliders to save FPS ?
     
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  23. takayamomijichirorutei

    takayamomijichirorutei

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    i want to play like a lady so i hitted forest scene,

    how to delete key config hints on right side
     
  24. AngryPixelUnity

    AngryPixelUnity

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    Go to Male_Player --> Player Input Handler script --> Toggle "Show Controls" off.
     
  25. takayamomijichirorutei

    takayamomijichirorutei

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    thank you, ill make otaku cute survival land for myself
     
  26. OkeanTR

    OkeanTR

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    @Winterbyte312 I want to place pillar before wall like Rust. How can i do it
     
  27. takayamomijichirorutei

    takayamomijichirorutei

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    how can i save game process, quit button doesnt work
     
  28. gegebel

    gegebel

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    There is no save game in it yet, it's planned for v0.2.
     
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  29. gegebel

    gegebel

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    You need to add a socket to the wall where you want the pillar.
     
  30. takayamomijichirorutei

    takayamomijichirorutei

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  31. dreb4o

    dreb4o

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    The biggest reason I bought this package is the Tutorials (Are very useful)
    Most often an example is rust-game
    I want to see more fallout 4 videos
    fallout 4 There are more mechanics than rust
    It would be nice to take some ideas from h1z1 (The car has inventory)(The car has parts you need to collect)(Parts to be repaired or improved)
    It is very useful if you make a video with some playmaker package
    It is now very modern weapons to have inventory(Silencer)
     
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  32. hsxtreme

    hsxtreme

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    It could integrate with the MFP: Multiplayer First Person
     
  33. takayamomijichirorutei

    takayamomijichirorutei

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    sorry i have a question again.

    i tried to add map extension,but forest terrain had invisible wall.

    so i created new flat terrain.

    i added 'tree model' then added 'empty_tree'

    i could loot woods from tree,but no destroyedFX

    where should i put destroyed_tree

    i(jap maybe) read MANUAL and i need collider to spawn trees,
    but i took it away to make my map bigger.

    help

    http://imgur.com/a/dz6OW
     
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  34. gegebel

    gegebel

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    Check the tutorial from @TheMessyCoder
     
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  35. gegebel

    gegebel

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    A car is nothing else than a Tree or a rock. add a "Mineable Object" script to the car, a "surface identity" script and a collider and set the loot, done.
     
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  36. takayamomijichirorutei

    takayamomijichirorutei

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    thank you worked, im completely noob nuts
     
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  37. TheMessyCoder

    TheMessyCoder

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    yep that was my other video that I dropped, to be honest I thought it was better to wait for 0.2 as the weapon system was being reworked and had some odd bugs.

    very excited about 0.2 weapon logic.
     
  38. mattis89

    mattis89

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    Hello!

    Okay I have aloot of questions and if I get the right answers I buy this!

    1. Can I use my own player?
    2. Clothes? Can I use my own ?
    3. Custom weapons?
    4.Custom walls, wood, food, like everything?
    5. Custom materials?
    6. Construct custom things? Like, a weapon? from custom materials?
    7. Custom hands?
    8. Custom Sounds?
    9. Custom animations?

    10. How much can I make custom without coding?

    and does this have anything to do with UFPS? And can I mix them both?

    Using lets say inventory and life indicators from this asset?


    Looks really great, but I guess a few people have this asset =)

    Thanks for detailed answers =)
     
  39. takayamomijichirorutei

    takayamomijichirorutei

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    how can i take away invisible wall
     
  40. takayamomijichirorutei

    takayamomijichirorutei

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    i never watch code in 2017. you have smart phone now.

    buy it. all of your question in manual.

    it was much higher price when i found this.

    but i couldnt found my question

    how to move across expanded area

    do you know?
     
  41. takayamomijichirorutei

    takayamomijichirorutei

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  42. TheMessyCoder

    TheMessyCoder

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    Hi, I hope no one minds me answering from my experience:

    1. Can I use my own player?
    Yes

    2. Clothes? Can I use my own ?
    Yes

    3. Custom weapons?
    Yes

    4.Custom walls, wood, food, like everything?
    Yes

    5. Custom materials?
    Yes

    6. Construct custom things? Like, a weapon? from custom materials?
    Yes

    7. Custom hands?
    Yes

    8. Custom Sounds?
    Yes

    9. Custom animations?
    Yes

    10. How much can I make custom without coding?
    A lot

    "and does this have anything to do with UFPS? And can I mix them both?"

    Only if you do it yourself and you know what you are doing. ultimate survival has it's own first person controller.

    "Using lets say inventory and life indicators from this asset?"
    The asset has stats and inventory


    "Looks really great, but I guess a few people have this asset =)"
    Yes, it became on of the top selling assets in the first weeks it was released.


    "Thanks for detailed answers =)"
    You're welcome

    You can always go and one watch some videos on YouTube from a few different people now to see what the kit looks like. Your questions suggest that you didn't see what the kit can do yet.
     
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  43. mattis89

    mattis89

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    Okay you fixed it I guess... but theres no invisible wall when you make your own project...
     
  44. mattis89

    mattis89

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    Thank you! I have looked at some videos but I didnt reallu find any that was custom. Just from people playing around with the demo scene.. but I guess you can do it all. Im gonna buy it. Who is the developer when ya'll so active? :D
     
  45. mattis89

    mattis89

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    Okay I found alot of tutorials now. Use it with Gaia? Mostly the tree chopping business?
     
  46. TheSeawolf

    TheSeawolf

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    Hey mattis89, my terrains are created with Gaia and my trees, grass and rocks are spawned by GeNa also by @AdamGoodrich .

    If you attach the choppable tree scripts to the tree model, then each time you spawn the trees in Gaia or GeNa, then this will also spawn.

    If you haven't got GeNa yet, it is worth every cent!
     
  47. TheMessyCoder

    TheMessyCoder

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    Hi,

    For custom weapons you need to add your own and can configure them to work easily





    Gaia will work with anything that uses Unity Terrains. Ultimate Survival wont conflict with Gaia and they are used independently of each other perfectly.

    You can use any type of Spawner from the asset store to help get your objects in your scene.
    as @TheSeawolf says, GeNa is worth every cent. It is fantastic.

    Lol I have no idea what that means :)

    If you check the first post on the thread you do get the intro from the developer @Winterbyte312

    Hope you have fun with the kit and do end up playing with your own custom code, it does make life a lot more fun.
     
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  48. AngryPixelUnity

    AngryPixelUnity

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    Send us an e-mail if you need help with more complicated issues. Otherwise people here will probably reply faster than us if they have the knowledge to do so. :p
     
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  49. AngryPixelUnity

    AngryPixelUnity

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    Add sockets on the platform, in the corners, for the pillars.
    And then sockets on the pillar, for the walls.
     
  50. takayamomijichirorutei

    takayamomijichirorutei

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    how to remove gathered log
     
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