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UFPS : Ultimate FPS [ RELEASED ]

Discussion in 'Assets and Asset Store' started by VisionPunk, Mar 9, 2012.

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  1. Ringpro

    Ringpro

    Joined:
    Jul 17, 2013
    Posts:
    6
    The sphere is not a child of the camera. Everything that is a child of the camera is working fine, since it is the camera movement that is causing the issue. But I cannot have every moving object in the game as a child of the camera, so that is not really a solution. The sphere did not have any scripts on it except for a rigid body.

    I have test with with many moving things, and it does not change anything if I have movement in Update, FixedUpdate or LateUpdate.
    As I mentioned it is a problem with the vp_FPCamera script and I believe it to be the spring physics.
     
  2. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    It is vp_Interactable and vp_FPInteractManager that you are seeking, I think. One is in UltimateFPS/Scripts/Gameplay/World and the other is in UltimateFPS/Scripts/Core/LocalPlayer.
     
    Last edited: Jul 18, 2013
  3. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Ok, I have duplicated what you are seeing. Had to set the spheres and cubes to the default layer to be able to see them when the parent is the Player. You want them to fix springs and stuff, and that's okay with me, but my solution is to child all of those things to an empty game object and keep that empty parent smack dab on the Player, via script, at all times. No jitter that way and no coding work for VP. Best wishes! Oh, I am doing a Vector3.Slerp on the transform though, or it would, naturally, continue to jitter, and a Quaternion.Slerp on the rotation, ditto.
     
    Last edited: Jul 18, 2013
  4. Ringpro

    Ringpro

    Joined:
    Jul 17, 2013
    Posts:
    6

    I cannot do what you suggest in all cases. What about other players/npcs/objects moving next to me? They control their own movement and should not follow the player's movement. If they are moving at the same speed as the player and in the same direction, it will look like they are jittering. So what do I do with objects that cannot be parented to the player and cannot follow the player by script?

    Fact is that moving objects does not look smooth when the vp_FPCamera is enabled. I don't want to hack my game to fit a broken product.
     
  5. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    I will have to let one of the adults answer that. Good luck, and best wishes for success in your efforts.
     
  6. Ringpro

    Ringpro

    Joined:
    Jul 17, 2013
    Posts:
    6
    Thanks for looking into it though. I appreciate it. I will see if I can get some answers from VP, maybe there is a way for me to fix this without having to code my own camera from scratch.
     
  7. NessimOnair

    NessimOnair

    Joined:
    Jul 19, 2013
    Posts:
    22
    I would like to put a 3D character with my movie is not how I do with this kit .. :/ Help how?
     
  8. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    The short answer is that you must code and model this type of gameplay for yourself at present.
    There is some information about 3rd person cameras and also about full bodied FPS players in the UFPS FAQ. Here is the link: http://www.visionpunk.com/products/ufpsc/faq/FAQ_Temp.html#howto There are additional links, within the FAQ, that lead to discussions about this topic.
     
    Last edited: Jul 19, 2013
  9. Zozo2099

    Zozo2099

    Joined:
    Jul 15, 2012
    Posts:
    478
    Question to the author:

    We had requested a flashlight feature (me and others) in the past; I can not do my game without a flashlight feature (with hand, like this cool melee system), can I know if you are going to introduce it in the next update or not?

    Your system is a near-complete package, so why not making it more complete by adding this important feature, which is not so difficult to implement!? Many users like me need it!

    Cheers
     
    Last edited: Jul 19, 2013
  10. Wrekk

    Wrekk

    Joined:
    Jul 16, 2012
    Posts:
    51
    Why not code it yourself?
     
  11. Zozo2099

    Zozo2099

    Joined:
    Jul 15, 2012
    Posts:
    478
    I don't have time to study his code! I have other projects in mind!
     
  12. Adalberto_VL

    Adalberto_VL

    Joined:
    Mar 7, 2013
    Posts:
    11
    I could also use a flashlight! That would really save me some time.
     
  13. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    quick bug report if you die with no inventory then the inventory is null and when it cleans up as you die so does the program, check if null and return to fix :)
     
  14. delibowlen

    delibowlen

    Joined:
    Jan 16, 2013
    Posts:
    57
    Just Copy a Weapon in the Player-Prefab, rename it, delete the mesh and the shooter script, add a Spotlight, position it like you want, add a light Cookie and add the script from the link below

    http://wiki.unity3d.com/index.php/Flashlight

    that´s the best start i can give... a Hand with a flashlight has to be done on your own, but with the Basic arms in the UFPS pack and a moddeling Software like blender, you can get it more or less easily...
     
  15. Zozo2099

    Zozo2099

    Joined:
    Jul 15, 2012
    Posts:
    478
    Yes and this is what I have already done yesterday, and it is working perfectly :)
     
  16. sam.ibbitson

    sam.ibbitson

    Joined:
    Jun 4, 2011
    Posts:
    33
    I wonder if anyone has any experience with the melee 'FPWeaponSwinger' script?

    I've managed to write a little bit of code where the direction that the mouse is travelling in dictates what state the weapon is in (e.g. a left to right movement will play animation 1, and a right to left drag will play animation 2).

    The problem is that I can never seem to get State2 to play properly? Should I be looking in the PickAttack() section or adding in my code elsewhere?

    Effectively I just want to know where to put this :p :

    if(Input.GetAxis("Mouse X")<0){
    m_Weapon.SetState("Charge2");
    }
    if(Input.GetAxis("Mouse X")>0){
    m_Weapon.SetState("Charge");
    }


    Any help is much appreciated!

    Thanks,
    Sam
     
  17. david55527

    david55527

    Joined:
    Mar 24, 2013
    Posts:
    58
    Replace
    Code (csharp):
    1.  
    2.     void PickAttack()
    3.     {
    4.  
    5.         reroll:
    6.  
    7.         int attack = UnityEngine.Random.Range(0, States.Count-1);
    8.         if ((States.Count > 1)  (attack == m_AttackCurrent)  (Random.value < 0.5f))
    9.                 goto reroll;
    10.  
    11.         m_AttackCurrent = attack;
    12.  
    13.         // set chosen attack state on the melee component
    14.         SetState(States[m_AttackCurrent].Name);
    15.  
    with

    Code (csharp):
    1.  
    2.     void PickAttack()
    3.     {
    4.        
    5.         if(Input.GetAxis("Mouse X")<0){
    6.             m_AttackCurrent = 1;
    7.         }
    8.         if(Input.GetAxis("Mouse X")>0){
    9.             m_AttackCurrent = 0;
    10.         }
    11.  
    12.         // set chosen attack state on the melee component
    13.         SetState(States[m_AttackCurrent].Name);
    14.  
    The default value of m_AttackCurrent (set at the top of the script; default 0) will dictate which animation is played when the mouse is not moving.

    Enjoy ;)
     
  18. Wrekk

    Wrekk

    Joined:
    Jul 16, 2012
    Posts:
    51
    I can't seem to find the code where it decreases the amount of ammo you have left when you shoot, any idea where it is? It might just be because it's late, and I'm really tired. Sorry for asking such a stupid question.
     
  19. david55527

    david55527

    Joined:
    Mar 24, 2013
    Posts:
    58
    vp_SimpleInventory
     
  20. LoonyBen

    LoonyBen

    Joined:
    Jul 21, 2013
    Posts:
    21
    I bought the UFPS, and its awesome.
    I have a few creatures with box colliders on their fists and want them to cause damage when they punch.
    I looked through vp_PlayerDamageHandler but for the life of me, I don't see any code that could actually cause damage.
    Also, when I shoot an enemy actor wearing a capsule collider, it leaves bullet holes in the collider, if someone could point me that direction as well, I would be eternally grateful.

    Awesome work on this kit for such a low price.
     
  21. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Oh, you betcha baby! Grazie mille!
     
  22. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    There is outdated info in the FAQ (here is the link : http://www.visionpunk.com/products/ufpsc/faq/FAQ_Temp.html) but what you do now is ... ahhh, let me pull up some code .... you look at vp_HitscanBullet.cs and find the part about NoDecalOnTheseLayers and the lights come on! :grin: See vp_Layer for more info. Ok, now about that damage ... Damage is a message. Everything that has the "ability" to receive a damage message will listen for it and if appropriate, apply the damage to themselves. It's not so much about "doing" as it is about "receiving", if you see what I mean.
    For example, in that HitscanBullet file, it is something like hit.collider.SendMessageUpwards(DamageMethodName, Damage, SendMessageOptions.DontRequireReceiver); ... just look around for SendMessage in some of the code and you will see what to do with your punches.

    And about that pricing... I have seen so many people mention that, and I think what we should do, instead of encouraging VP to raise the price, is to be glad that the price is low, so as to encourage more people to purchase such a great product. Then, THEN, we should take it upon ourselves to buy another copy. I would like to see the user base expand. A low price will encourage that. We will all learn so much by having more voices here in his community. Unity has done themselves a real favor by setting the bar to entry so low ... free. Cal can't do free, so it is up to us, his base, to keep him in business by periodically re-purchasing his and Phato777's work. And by buying other stuff that they may sell somewhere down the curve. Just my $0.02. :cool:
     
    Last edited: Jul 21, 2013
  23. sam.ibbitson

    sam.ibbitson

    Joined:
    Jun 4, 2011
    Posts:
    33
    Thanks David- that seems to have helped. However- the attack will now play even if the mouse isn't moving (basically it'll go to charge/swing1 with no mouse input). I'd like to limit it so that the character will only 'attack' if the mouse is moving +x or -x.

    Any ideas?
     
  24. david55527

    david55527

    Joined:
    Mar 24, 2013
    Posts:
    58
    Sure. Here's one way to do that - probably not the best, but it works.

    Find
    Code (csharp):
    1.  
    2.     void PickAttack()
    3.     {
    4.  
    5.         reroll:
    6.  
    7.         int attack = UnityEngine.Random.Range(0, States.Count-1);
    8.         if ((States.Count > 1)  (attack == m_AttackCurrent)  (Random.value < 0.5f))
    9.                 goto reroll;
    10.  
    11.         m_AttackCurrent = attack;
    12.  
    13.         // set chosen attack state on the melee component
    14.         SetState(States[m_AttackCurrent].Name);
    15.  
    16.         // set 'raise' state (of the chosen attack state) on the weapon component
    17.         m_Weapon.SetState(WeaponStateCharge);
    18.         m_Weapon.Refresh();
    19.  
    20.     }
    21.  
    Replace with
    Code (csharp):
    1.  
    2.     void PickAttack()
    3.     {
    4.            
    5.         if (Input.GetAxis("Mouse X") < 0) {
    6.             m_AttackCurrent = 0;
    7.         }
    8.         else if (Input.GetAxis("Mouse X") >0 ) {
    9.             m_AttackCurrent = 1;
    10.         }
    11.         else {
    12.             m_AttackCurrent = 2;
    13.         }
    14.  
    15.         if (m_AttackCurrent < 2) {
    16.             // set chosen attack state on the melee component
    17.             SetState(States[m_AttackCurrent].Name);
    18.  
    19.             // set 'raise' state (of the chosen attack state) on the weapon component
    20.             m_Weapon.SetState(WeaponStateCharge);
    21.             m_Weapon.Refresh();
    22.         }
    23.  
    24.     }
    25.  
    Find
    Code (csharp):
    1.  
    2. // after a short delay, swing the weapon
    3.         vp_Timer.In(SwingDelay, delegate()
    4.         {
    5.  
    6.             // play a random swing sound
    7.             if (SoundSwing.Count > 0)
    8.             {
    9.                 Audio.pitch = Random.Range(SoundSwingPitch.x, SoundSwingPitch.y) * Time.timeScale;
    10.                 Audio.PlayOneShot((AudioClip)SoundSwing[(int)Random.Range(0, (SoundSwing.Count))]);
    11.             }
    12.  
    13.             // switch to the swing state
    14.             m_Weapon.SetState(WeaponStateCharge, false);
    15.             m_Weapon.SetState(WeaponStateSwing);
    16.             m_Weapon.Refresh();
    17.  
    18.             // apply soft forces of the current attack
    19.             m_Weapon.AddSoftForce(SwingPositionSoftForce, SwingRotationSoftForce, SwingSoftForceFrames);
    20.  
    21.             // check for target impact after a predetermined duration
    22.             vp_Timer.In(ImpactTime, delegate()
    23.             {
    24.  
    25.                 // perform a sphere cast ray from center of controller, at height
    26.                 // of camera and along camera angle
    27.                 RaycastHit hit;
    28.                 Ray ray = new Ray(new Vector3(  m_Controller.Transform.position.x,  m_Camera.Transform.position.y,
    29.                                                 m_Controller.Transform.position.z), m_Camera.Transform.forward);
    30.                 Physics.SphereCast(ray, DamageRadius, out hit, DamageRange, vp_Layer.Mask.BulletBlockers);
    31.  
    32.                 // hit something: perform impact functionality
    33.                 if (hit.collider != null)
    34.                 {
    35.                     SpawnImpactFX(hit);
    36.                     ApplyDamage(hit);
    37.                     ApplyRecoil();
    38.                     if (hit.collider.tag == "ZombieHead")  
    39.                     {
    40.                         hit.collider.SendMessageUpwards("zombieHitHead", SendMessageOptions.DontRequireReceiver);
    41.                     }
    42.                     else if (hit.collider.tag == "ZombieTorso")
    43.                     {
    44.                         hit.collider.SendMessageUpwards("zombieHitTorso", SendMessageOptions.DontRequireReceiver);
    45.                     }
    46.                     else if (hit.collider.tag == "ZombieLegs")
    47.                     {
    48.                         hit.collider.SendMessageUpwards("zombieHitLegs", SendMessageOptions.DontRequireReceiver);
    49.                     }
    50.  
    51.                     /* #if (UNITY_EDITOR)
    52.                                         // draw debug info if applicable
    53.                                         if(DrawDebugObjects)
    54.                                             DebugDrawImpact(hit);
    55.                     #endif */
    56.  
    57.                 }
    58.                 else
    59.                 {
    60.  
    61.                     // didn't hit anything: carry on swinging until time is up
    62.                     vp_Timer.In(SwingDuration - ImpactTime, delegate()
    63.                     {
    64.                         m_Weapon.StopSprings();
    65.                         Reset();
    66.                     }, SwingDurationTimer);
    67.  
    68.                 }
    69.  
    70.             }, ImpactTimer);
    71.  
    72.         }, SwingDelayTimer);
    73.  
    Replace with
    Code (csharp):
    1.  
    2.         if (m_AttackCurrent < 2)
    3.         {
    4.             // after a short delay, swing the weapon
    5.             vp_Timer.In(SwingDelay, delegate()
    6.             {
    7.  
    8.                 // play a random swing sound
    9.                 if (SoundSwing.Count > 0)
    10.                 {
    11.                     Audio.pitch = Random.Range(SoundSwingPitch.x, SoundSwingPitch.y) * Time.timeScale;
    12.                     Audio.PlayOneShot((AudioClip)SoundSwing[(int)Random.Range(0, (SoundSwing.Count))]);
    13.                 }
    14.  
    15.                 // switch to the swing state
    16.                 m_Weapon.SetState(WeaponStateCharge, false);
    17.                 m_Weapon.SetState(WeaponStateSwing);
    18.                 m_Weapon.Refresh();
    19.  
    20.                 // apply soft forces of the current attack
    21.                 m_Weapon.AddSoftForce(SwingPositionSoftForce, SwingRotationSoftForce, SwingSoftForceFrames);
    22.  
    23.                 // check for target impact after a predetermined duration
    24.                 vp_Timer.In(ImpactTime, delegate()
    25.                 {
    26.  
    27.                     // perform a sphere cast ray from center of controller, at height
    28.                     // of camera and along camera angle
    29.                     RaycastHit hit;
    30.                     Ray ray = new Ray(new Vector3(  m_Controller.Transform.position.x,  m_Camera.Transform.position.y,
    31.                                                     m_Controller.Transform.position.z), m_Camera.Transform.forward);
    32.                     Physics.SphereCast(ray, DamageRadius, out hit, DamageRange, vp_Layer.Mask.BulletBlockers);
    33.  
    34.                     // hit something: perform impact functionality
    35.                     if (hit.collider != null)
    36.                     {
    37.                         SpawnImpactFX(hit);
    38.                         ApplyDamage(hit);
    39.                         ApplyRecoil();
    40.                         if (hit.collider.tag == "ZombieHead")  
    41.                         {
    42.                             hit.collider.SendMessageUpwards("zombieHitHead", SendMessageOptions.DontRequireReceiver);
    43.                         }
    44.                         else if (hit.collider.tag == "ZombieTorso")
    45.                         {
    46.                             hit.collider.SendMessageUpwards("zombieHitTorso", SendMessageOptions.DontRequireReceiver);
    47.                         }
    48.                         else if (hit.collider.tag == "ZombieLegs")
    49.                         {
    50.                             hit.collider.SendMessageUpwards("zombieHitLegs", SendMessageOptions.DontRequireReceiver);
    51.                         }
    52.  
    53.                         /* #if (UNITY_EDITOR)
    54.                                             // draw debug info if applicable
    55.                                             if(DrawDebugObjects)
    56.                                                 DebugDrawImpact(hit);
    57.                         #endif */
    58.  
    59.                     }
    60.                     else
    61.                     {
    62.  
    63.                         // didn't hit anything: carry on swinging until time is up
    64.                         vp_Timer.In(SwingDuration - ImpactTime, delegate()
    65.                         {
    66.                             m_Weapon.StopSprings();
    67.                             Reset();
    68.                         }, SwingDurationTimer);
    69.  
    70.                     }
    71.  
    72.                 }, ImpactTimer);
    73.  
    74.             }, SwingDelayTimer);
    75.            
    76.         }
    77.  
     
    Last edited: Jul 21, 2013
  25. sam.ibbitson

    sam.ibbitson

    Joined:
    Jun 4, 2011
    Posts:
    33
    Hi David,

    Another great suggestion- I went down a different route but, looking at the above, think I might try it your way and try and improve on it :) !
     
  26. Wrekk

    Wrekk

    Joined:
    Jul 16, 2012
    Posts:
    51
    How do I check how much ammo is left from a script who doesn't derive from vp_simpleinventory?
    I want to make my weapon do some stuff when it is low on ammo.
     
  27. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Hook up to the event system and get the current ammo count. See vp_SimpleHud for an example of how to do this.
     
  28. Wrekk

    Wrekk

    Joined:
    Jul 16, 2012
    Posts:
    51
    Thanks man, I really appreciate it.
     
  29. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,910
    Anyone know how to move a player with Lerp without the camera jerking? Disabling vp_FPCamera fixes it, but I need to look around during the move.
     
  30. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Moveable platform? You don't have to set waypoints or anything. I am certain that I do not understand what you are asking, so please don't throw too hard. What camera are you using if you disable the FPCamera? What are you doing to the player that you need to move him via Lerp? Just boggled, and anxious to dive into your problem, but boggled.
     
  31. LoonyBen

    LoonyBen

    Joined:
    Jul 21, 2013
    Posts:
    21
    Awesome, you saved me a few days of studying. I had no idea that there was a manual, duh is me. I just saved the online manual as PDF because I live in the Mojave and must rely on my cell phone for internet.

    Layers, of course. I should have known that.

    Thank you so much for taking the time to help me; to help us help you help ourselves...(what, no crazy smiley)
     
  32. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Ya know, there IS a PDF of the manual. I whined about it a little while back and got a link to the file. I won't take it upon myself to give that out, but I bet that if you ask Phato777, he would arrange for you to get it. The other things that you said are too kind and, from my point of view, unmerited. It is a pleasure to be of use in some small way. Life is so short.;)
     
  33. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Should be an easy one but I just can't find it: where is the volume of the reload sound set?
     
  34. VirtualJunky

    VirtualJunky

    Joined:
    Jul 20, 2013
    Posts:
    7
    Hey people, new to Unity and all this, so not sure if this is the place to ask. But I'm trying to make an FPS multiplayer game, keeping it pretty simple, just to get my feet wet. I got UFPS and Photon (which I hear is a pretty good base?) I've looked at a few guides on how to implement Photon, all pretty straight forward. My issue is that, in all of these guides, the camera and GUI are standalone objects, or whatever you call them, empties? Anyway, in my case, the camera and GUI attached to the character, using the demo character just to test things out.

    Sooo, my question is, is there anyway to make Photon work with the camera/GUI attached? If not how can I separate them, when I tried to do so, the character was super broken. Thanks. Also sweet plugin. :D
     
  35. Andy2222

    Andy2222

    Joined:
    Nov 4, 2009
    Posts:
    81
    Would it be possible to add more delegate/callback/Messages support for the more common functions like Fire(), PlayFireSound(), Footstep(), SpawnProjectiles().
    Basically all the key events/actions that we might possible be react too or want to hook some additional logic into.
    While i override those classes atm, since thats the only way to change or add logic, having some default delegates/messages to just add/hook extra logic into the systems would be more comfortable. Often i forgot what classes i had overridden and instead of my own i add the default version or i did copy some component from a example.

    As example i need a hook to all player/ai related "PlaySound" calls, to simply add a Ai specific "MakeNoise()" call, which i would rather add as a delegate than creating a new class, with just 2 lines of code.

    I also miss the option to change the final rotation/speed of the SpawnProjectiles() function, UDK had some nice hook to modify the final rotation/speed of a spawned projectile, so u could modify it without worrying about the surrounding logic. In the UFPS case i need to derive and copy&paste the "SpawnProjectiles()" code, while rechecking for changes on every update, instead of a clean modify call, so the changing base and spawn logic stays updated.


    thx Andy


    PS: I still need to edit all Editor classes to show the default custom editors for my derived classes, since the childclasses option is false.
     
    Last edited: Jul 22, 2013
  36. Andy2222

    Andy2222

    Joined:
    Nov 4, 2009
    Posts:
    81
    Short question regarding Presets: Is there a way to save/load a preset to a derived class? I did derive my own "vp_FPWeaponShooterAdv", but if i try to save/load a preset from "vp_FPWeaponShooter" i get an error and the Load fails. I did not change any members or internal structure, so is there a way to still load the preset? Manually checking and setting all values to a identically class is kinda annoying and manually editing the .txt file is also not a preferred longterm solution. Cant there be some kind of derived type check and still allow the Load?

    I also noticed that i cant even use any of the presets like "ShooterPistolZoom", since they wont load in my derived class. Thats a lot of trouble and changing, just to add a little extra logic to the "vp_FPWeaponShooter", is there something i can do to streamline this process? Atm this means i need to copy&paste all presets, edit the .txt file and rebuild all prefabs manually, checking for missing references, since those are not saved to the presets?


    thx Andy
     
    Last edited: Jul 22, 2013
  37. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    The AudioListner is on the camera, and the AudioSource is on the weapon. Both of those can be adjusted. The AudioSource via the inspector and the AudioListner via code.
     
  38. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,202
    @VisionPunk,

    I sent you a PM a few days ago, so when you have a moment please take a look and let me know!

    Thanks!
     
  39. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Thanks, but that changes the volume of everything attached to the weapon - wield, unwield, fire. etc. I need to control the reload volume independently. I can change the gain of the reload audio file itself, but I'd rather not do that if possible.
     
  40. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    Then I suppose that in OnStart_Reload() in the vp_FPWeaponReloader, where m_Audio is doing that oneshot, would be a potentially easy place to set and unset a volume level. Probably it would be in OnStop_Reload() where one would unset the volume level, after checking to see if the audio has finished. Might take a coroutine to set up a delayed adjustment of the level, because that oneshot is going to always return false for isplaying.
     
    Last edited: Jul 22, 2013
  41. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
    69
    I posted the flashlight code and steps before only to be bashed it was not what you wanted, so gave up trying to be a free developer. If you dont have time, why should we?
     
  42. VirtualJunky

    VirtualJunky

    Joined:
    Jul 20, 2013
    Posts:
    7
    No need for this post anymore.
     
    Last edited: Jul 23, 2013
  43. superme2012

    superme2012

    Joined:
    Nov 5, 2012
    Posts:
    207
    I’m almost at water/swimming level, not sure if you got this one planned?
     
  44. nubdev

    nubdev

    Joined:
    Mar 30, 2013
    Posts:
    87
    great prefab
     
    Last edited: Jul 23, 2013
  45. anubishe

    anubishe

    Joined:
    Jul 19, 2013
    Posts:
    4
    When will you support android? Thanks
     
  46. theSoenke

    theSoenke

    Joined:
    Dec 4, 2012
    Posts:
    106
    Could you please fix Ultimate FPS Camera in the next version for Windows Phone 8 and the Windows Store? Currently it's possible to export a game with UFPS to these platforms
     
    Last edited: Jul 23, 2013
  47. LoonyBen

    LoonyBen

    Joined:
    Jul 21, 2013
    Posts:
    21
    Hello me, it's me again.
    In the Demo3 scene, the slomo slows down the world and actor perfectly, but when I attach the script to a gameObject, it doesn't slow down the actor (the gun firing speed) nor the world as much as the Demo scene but it does slow down a bit. I don't see anywhere to adjust the timestep other than Unity Time settings, which is the same as the Demo scene.

    I dragged the slomo prefab into the scene and it doesnt slow down except for the actors walking speed.

    Thanks for the help.

    It was my mistake. I had two slomo scripts in the same scene, which caused neither of them to work.
     
    Last edited: Jul 23, 2013
  48. Wrekk

    Wrekk

    Joined:
    Jul 16, 2012
    Posts:
    51
    You could use the Free Fly mode for this.
     
  49. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,910
    Is Vp_Climb broken? The interact type for the player is Trigger instead of CollisionTrigger as the manual says.

    When scaling the collider too thin it breaks. Only a thickness of around 1 unit or more works. The scale of the GO's themselves (Mesh and Climbable child) are 1,1,1 as suggested.

    Also, it doesn't function like a wall, so when making it wider than 1 unit it also breaks, or you have to touch it in the center. Maybe it should be renamed Vp_Ladder... I was hoping to use it for ledge grabbing, but I guess not.

    I just mean teleport the player from one point to the other smoothly, with mouse movement enabled. It's fine without camera movement, like with Dishonored's Blink ability.
     
    Last edited: Jul 23, 2013
  50. BrandSpankingNew

    BrandSpankingNew

    Joined:
    Nov 20, 2012
    Posts:
    220
    You can set the interact type to Collision Trigger, or Trigger, or Normal. Maybe that's not what you mean. I place multiple small climbables upon the wall. Scaled small in X, I mean. The player is, in essence, climbing "poles" up the wall. The player cannot move horizontally, as usual naturally, but he can, within a satisfactory tolerance, begin his climbing the wall from almost any starting point at the base of the wall. It is a ladder though, for sure, and not a free-form wall climbing capability. A transparent moving platform, with a message to vp_FPInput to intercept the Move, Run and Jump for the duration of the journey might make a nice point to point, slow-moving, teleport with mouselook still enabled and nice steady camera work built in.
     
    Last edited: Jul 23, 2013
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