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Third person cover controller

Discussion in 'Assets and Asset Store' started by EduardasFunka, May 23, 2017.

  1. blackbird

    blackbird

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    any chance for zombie horde A.I ?
     
  2. uberwiggett

    uberwiggett

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    I really like the strategic control, was trying to do a top down controller for pc in 1.4 but was horrible! After doing a lit bit of a play through I realised some of the really good stuff in it, from squad commands to movement of the single character. Still has some issues, but I would have to run some test scenes with it before I go poking holes :) Love the new update.
     
  3. Camelot63RU

    Camelot63RU

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    sorry, my english is not very good, it's not a little comfortable for me to sit with google translator, will there be a video tutorial?
     
  4. westryder907

    westryder907

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    Zombie AI or integration with EmeraldAI is the only thing keeping me from purchasing this asset.

    Also is there a pickup system for the weapons where you can search and find weapons to use or do you just spawn with them already on the player?

    Looking forwards to these possible improvements!
     
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  5. westryder907

    westryder907

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    Ok so I took the plunge and bought this Third Person Cover Controller.

    I'm having issues getting my own 3d character working with this cover system, and there is minimal included documentation which I found pretty disturbing, on top of that the menu option "CoverShooter >> Find and setup player" seems to do absolutely nothing?

    I've followed the video provided here:


    However it doesn't seem to match the 1.5 update exactly so some parts are fuzzy.

    Mt character moves very slowly, tips over if I attempt to roll, doesn't aim, doesn't shoot, isn't recognized by the AI enemies (demo scene) and doesn't switch weapons.

    The lack of documentation has left me a little baffled as the quality of this asset is purely seen as long as I'm using the standard cowboy model, however I don't want to use the standard cowboy model.

    Am I missing one of the steps that hasn't been explained in the video for 1.4 character setup?

    I really wish the documentation matched the quality of the actual asset as that's probably going to be my only gripe here.
    I just can't figure out how to setup my own characters!

    FYI I'm using the Modern Human 1 models from the asset store which does not have facial animation.

    Needs documentation!

    Can someone here or a developer of the asset please assist me on getting this working?
    It really feels like I'm 'swinging in the dark' at a solution and not hitting any results.

    Thank you so much!
     
  6. EduardasFunka

    EduardasFunka

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    It's very similar you just need to add third person input script.
    and add guns like in video 2 and 3.
    anyway today I will record a new tutorial for 1.5.

    Goodluck
    Ed
     
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  7. uberwiggett

    uberwiggett

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    I agree on the documentation, setting up the player controller was quite difficult to get right at first in 1.4, but once you know how/what to shift over from the cowboy model it becomes easier, just tedious. However setting up the players in the new strategy scene wasn't too hard.
     
  8. Prefab

    Prefab

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    Hi @EduardasFunka , I've sent you an email a few days ago, please if you could reply. I had screenshots in it so not sure if it has made its way into spam/junk mail?
     
    Last edited: Jun 19, 2018
  9. EduardasFunka

    EduardasFunka

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    OK

    btw anyone knows good ticket system to report bugs to us and help us organized?
     
  10. EduardasFunka

    EduardasFunka

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    New tutorials for 1.5 for people who have trouble setting up:
    @westryder907


     
    Last edited: Jun 19, 2018
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  11. EduardasFunka

    EduardasFunka

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    Will add more tutorials tomorrow to explain every value you can control. Goodluck!
     
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  12. westryder907

    westryder907

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    I'm a website developer with over 20 years experience turned game dev, you could create a ticket system fairly quick and easy using a CMS (Content Management System) like Drupal.

    I'd be willing to step up on this part if it meant this awesome asset becoming even better, let me know.
     
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  13. EduardasFunka

    EduardasFunka

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    We made a plan for the summer.

    Patch 1.5.5 (Summer)
    Pistol and shield animations (done)
    Shotgun animations (WIP)
    Rifle melee animation (done)
    Pistol melee animation (done)
    Recoil 2.0 recoil affects the shape of crosshair, different weapons use different crosshairs, more recoil control
    Pistol and shield work only when walking and idle - can't take covers, can't run. Activated with a "5" key, moves out of cover.
    Shotgun. Works the same as rifle only kept at a lower height. Fires multiple bullets per shot.
    Animations for different melee attack responses.
    Fix AI behavior on high unreachable platforms or their attacks of characters on such platforms.
    Fix AI sometimes using covers wrong (staying at a side that's not protecting, etc).
    Redo the way IK setup works. Prevent bugs if the setup is wrong or skipped. Automatic chain setup.
    Stop and start animations for movement.

    Patch 1.6
    Double wielding pistol animations. (WIP)
    Melee attacks. By default activated with an "F" key.
    AI can use melee attacks. Ability to plan and implement approach and punching.
    Baseball bat animations
    Implement melee-only weapons. Baseball bat.
    Locomotion improvements, ragdoll Foot IK etc.. inspired by advanced locomotion system v3 unreal.
    Animations that may be needed when implementing locomotion improvements.

    Patch 1.7 (Autumn)
    Double wielding.
    Patron input?
     
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  14. grimcat

    grimcat

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    You could create a public repository on github just to track issues and keep a wiki.
     
  15. blackbird

    blackbird

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    no love for zombies ?
     
  16. pushingpandas

    pushingpandas

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    No need for a cms to make a ticket system. You can use open source ticket system like osticket

    http://osticket.com/

    even Mr. Robot uses that ;-)
     
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  17. Rahd

    Rahd

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    join his patreon ,will pledge more soon
     
    Last edited: Jun 21, 2018
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  18. EduardasFunka

    EduardasFunka

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    when we will add mele it will be easy to add zombies.
    will investigate thanks!
     
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  19. angel_m

    angel_m

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    @EduardasFunka:
    Please, consider adding a generic action-behaviour for AI of the type: "Go to this point". This would be very useful.
     
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  20. EduardasFunka

    EduardasFunka

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    we have it sniper was ordered to move upstairs:
     
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  21. angel_m

    angel_m

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    But isn't it restricted to that strategic mode (mouse input)? Is there any function (go to x,y,z) for general purposes to be used by code?
     
  22. Prefab

    Prefab

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    In regards to the melee, not sure if this is in the scope of the planned melee feature but it would be really useful to be able to input a number of melee attacks and then choose a probability percentage for the AI to "choose" their attack. This way if someone wants only 1 melee attack (eg. pistol whip or buttstroke) for a shooter style character they would add this and set the percentage to 100%; but for a brawler character they could have a knife stab at 40%, a knife slash at 50% and a knife overhead at 10% for example, each with their own animations. There would be much more flexibility then and the player would not always be blocking/avoiding the same attack. I'm not asking for the animations here, just the functionality to have multiple attacks.
     
  23. Pollawat

    Pollawat

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    Hello, I got a problem again.

    This problem I already solved with 1.4 but occur in 1.5



    As you can see in the video when I right click or "Zoom" the aiming IK seems to not working. In 1.4 I solved this by re-rigging model on "Mixamo" as you do but it not work on 1.5. What should I do?

    - I notice that "if" character mesh has more than 1 prefab such as including helmet, bag, accessories, etc. not just "body" this thing will happen. this is the experimental result when I cut off other pieces.




    Thank you.

    Edit:
    - I fixed it by using some kind of delay script for the other components or push the body mesh to the top, it works fine but I think this is not the right way to do it because it should be supported in the first place.
     
    Last edited: Jun 23, 2018
  24. Unplug

    Unplug

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    really great, so much stuff added that i have to reupdate for sure :O)
     
  25. westryder907

    westryder907

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    I've been working on solving this for a few days now. When my character takes cover and aims around corners on it's left the aiming IK gets completely twisted?

    I originally though it was an error on my part so I recreated and tested again with the exact same result, then I recreated the controller again just to triple check and I am still having this issue on my character?



    UPDATED

    I've been going through the inspector trying to fix this and I believe I've narrowed this down to the IK section in the inspector. When I have IK [Enabled] I get the weird twisting as shown in the first video, when IK is [Disabled] my character is able to aim properly around corners to his left but the weapon is facing the wrong way.

     
    Last edited: Jun 23, 2018
  26. redoxoder

    redoxoder

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    hello westryder907
    same error here only on left side :(… on the right side it is ok...
    upload_2018-6-28_20-38-21.png
     
  27. EduardasFunka

    EduardasFunka

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    Guys can you send us your characters, please. something wrong how we mirror IK on different humanoids. @redoxoder @westryder907
     
  28. EduardasFunka

    EduardasFunka

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    more videos:

     
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  29. redoxoder

    redoxoder

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    character send ;D
    thanks for your help
     
  30. Rahd

    Rahd

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    Animal AI fist steps
    soon melee and zombie.
    I need to work on damage feedback like player will be thrown on the ground when a bear hits him .
    and more work on the bear animation and chasing.... colliders ect.
    this proves only one thing this AI asset can work with anything.
     
    Last edited: Jun 30, 2018
  31. uberwiggett

    uberwiggett

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    looks you hvae the mobile bug too, the bullet spawns at world 0,0,0 and then teleports to the gun to shoot out, making a massive tracer from off screen then in front of the gun
     
  32. Rahd

    Rahd

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    Its unity 2017.2 related , try a lower Version or a unity patch release
     
  33. Rahd

    Rahd

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    Zombie AI
    I will Ask the dev who made this Ai if it's ok to share it with you guys.
    I made modifications to make it work with covershooter.
    if i have a green light i will share the whole project .
     
  34. Neviah

    Neviah

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    Oh god, please do. I would cream my pants if I could work with this haha.
     
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  35. Neviah

    Neviah

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    You ever think about adding helper wizards?
    Like, at the top menu:

    "CoverShooter" -> "Create Player"
    The user supplies the 3d humanoid model, and all the scripts and default settings are applied.

    "CoverShooter" -> "Create Enemy"
    The user supplies the 3d humanoid model, and all the scripts and default settings are applied.

    "CoverShooter" -> "Setup Scene"
    The scene has every additional added so it can function, like the UI, sound component, etc.
     
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  36. Diskomuz

    Diskomuz

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    Hello i buyed your excelent asset. I am trying to change some your default animation for animation from mixamo (your animations are too "manly" and i want have women character. What i must modify in unity for get good result? If i change the animations : walk_forward, walk_right, walk_backward, walk_left. (.img) the result is strange on foots. Will you help me to find good way how to solve it? Thank you...

     

    Attached Files:

  37. EduardasFunka

    EduardasFunka

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    Hi nice,
    You can share your files with the community that work with our asset and tutorials how to set up. Just don't make our code public.
    Goodluck! really good progress.
     
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  38. EduardasFunka

    EduardasFunka

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    Hi how those animations look in the preview window? Send us email its better to give support.
     
  39. EduardasFunka

    EduardasFunka

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    We do plan Create Enemy.
    here is Future plan:
     
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  40. EduardasFunka

    EduardasFunka

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    I was away for the weekend we will work tomorrow on IK bug for some characters architectures.
     
    Last edited: Jul 1, 2018
  41. Testmobile

    Testmobile

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    Out of curisity, is there any chance that you will be implementing vehicles on this package?!
    Im not sure if you got my email but i haven't heard back from you, maybe something got lost in the way.
     
    Last edited: Jul 2, 2018
  42. EduardasFunka

    EduardasFunka

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    We do not plan vehicles anytime soon.
     
  43. redoxoder

    redoxoder

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    hello
    does your asset will be compatible with horse animset pro ?
    thanks
     
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  44. Rahd

    Rahd

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    Thank you :)
    If anyone wants to add ragdolls on death here is how .


    First follow this video on how to add a ragdoll :



    then Add this code to the CharacterMotor script :
    public Rigidbody body ;

    IEnumerator Stoptheforce(float waitTime)
    {
    yield return new WaitForSeconds(waitTime);
    body.velocity = Vector3.zero;
    body.angularVelocity = Vector3.zero;
    }
    private IEnumerator coroutine;
    public void ApplyForce( )
    {
    var heading = this.GetComponent<CoverShooter.CharacterHealth> ().Lasthit ;

    body.AddForce( heading );
    coroutine = Stoptheforce(0.2f);
    StartCoroutine(coroutine);

    }


    then on CharacterHealth add those lines :
    First anywhere add :
    public Vector3 Lasthit;

    then edit public void Deal to :



    public void Deal(float amount , Hit hit = new Hit() )
    {
    if (Health <= 0 || !IsTakingDamage)
    return;
    Health -= amount;
    if (Health <= 0) {
    Lasthit = hit.Attacker.transform.position;
    SendMessage ("OnDead");



    }
    }

    and change onhit to :

    public void OnHit(Hit hit)
    {


    Deal(hit.Damage ,hit);
    }


    Lastly the Ragdoll Colliders will messup the Covershooter system , and damage wont apply so to fix this add to CharacterMotor script :
    public List<Collider> rigColliders;

    and on Awake or Start add this line :


    foreach (Collider col in rigColliders){
    col.enabled = false;
    }

    and To get them back again when the enemy dies edit the last lines of to updateAnimator() :


    else
    {
    _animator.SetBool("IsDead", true);
    _animator.SetBool("IsUsingWeapon", false);
    }

    change it To :
    else
    {
    _animator.SetBool("IsDead", true);
    _animator.SetBool("IsUsingWeapon", false);
    _animator.enabled = false;

    foreach (Collider col in rigColliders){
    col.enabled = true;
    }
    ApplyForce ();
    }

    Results : Not perfect :/





    Don't forget to add the Rigidbody of the spine or hips or the main Rigidbody from covershooter
    and the rigcolliders in that list .
    if anyone knows how to make the force with the same direction as the bullet please feel free to fix my bad script
     
    Last edited: Jul 3, 2018
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  45. Neviah

    Neviah

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    You totally didn't share how to make a zombie!!! Sniff!
    Video tutorial too :3
     
  46. Rahd

    Rahd

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  47. redoxoder

    redoxoder

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    hello
    any news about the ik bug with some characters ?
    thanks
     
  48. EduardasFunka

    EduardasFunka

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    Fixed with your character not fixed with others we have. there are some strange bones architectures that unity support as humanoids.
     
  49. uberwiggett

    uberwiggett

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    so far I have had that same ik when aiming to the side of cover with every humanoid I have used outside of the cowboy. Including the popular synty models! It seems strange but then again I also had to use an extra empty child object on the right hand to get the weapon alignment working properly. Might actually be something worth looking into if it is so widespread a problem. When I get some spare time I can work up a private video to show you what i mean and hopefully assist you with figuring it out.

    edit: actually, having a look at your new tutorial videos, I don't recall changing the ikcover points from the pistol into the player controller, I wonder if that is what's causing the muddled up hands! I will experiment with this later and report back so that anyone else having the issue might get a potential fix. Good job on the new tutorials btw :)
     
    Last edited: Jul 5, 2018
  50. angel_m

    angel_m

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    About the IK bugs related to aiming and hands-weapon position, present in 1.5 update, I don't understand why was changed something was not broken.