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Unity 5 | FPS Essentials Kit - FPSE!

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descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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@Project KOTK wrote:
Hey! Just bought the kit and was wondering were to find the "Weapon system Page" in Unity, where you can change weapon settings? It isn't clearly marked in the User manual, or maybe I'm just too stupid :/
Thanks in advance! Very Happy

Hey! Hope you're finding the kit helpful so far! So about the weapon system, you actually just access it through the player prefab. You can do this by typing 'FPSplayer' in the asset/project search and drag it into the scene. From there, you go to the hierarchy and drop down until you find the weapons under 'WeaponRecoilHolder'

Here is a pic to help you out:

Then you just go to the inspector window once you've selected a weapon, and from there you can edit it and do many amazing things, as shown in the User Guide! Very Happy

Hope this helped!

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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@MisterNinjaBoy wrote:
@Project KOTK wrote:
Hey! Just bought the kit and was wondering were to find the "Weapon system Page" in Unity, where you can change weapon settings? It isn't clearly marked in the User manual, or maybe I'm just too stupid :/
Thanks in advance! Very Happy

Hey! Hope you're finding the kit helpful so far! So about the weapon system, you actually just access it through the player prefab. You can do this by typing 'FPSplayer' in the asset/project search and drag it into the scene. From there, you go to the hierarchy and drop down until you find the weapons under 'WeaponRecoilHolder'

Here is a pic to help you out:

Then you just go to the inspector window once you've selected a weapon, and from there you can edit it and do many amazing things, as shown in the User Guide! Very Happy

Hope this helped!


Thank you so much, this is great! I love this kit, since my buddy and I are the only people making the game, and this saved us a lot of time Very Happy

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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The Fall Damage doesn't work as it should... In the HealthController I have the default values for Threshold (5) and Damage Multiplier (4).

It works sort of.. If I'm on a platform 5.2 units above the ground and fall from that platform to the ground - damage is applied. Awesome.

However, if I'm standing on the same platform and jump to another platform 4.8 units above the ground, more damage is applied than if I were falling to the ground.. the difference between the two platforms are 0.4 units but HealthController applies so much damage my player could die 10 times in a row almost Wink

I've been looking at the CheckFalling() function but I can't seem to figure out how to fix this.. and I think a fix is essential for this to even be worth using in the future.

Oh.. and the same if I jump UP on a platform that is located above the Threshold -> I lose damage.

Something wrong is broken! Wink

Code:

private void CheckFalling ()
    {
        // If the player is touching the ground.
        if (mController.Grounded && higherHeight > 0.0f)
        {
            // If the height of the drop is greater than the limit, Applies damage to the player.
            if (higherHeight > heightThreshold)
            {
                FallDamage(Mathf.Round(damageMultiplier * -Physics.gravity.y * (higherHeight - heightThreshold)));
 cameraAnim.FallShake ();
            }
            else if (higherHeight >= mController.jumpForce / 6.2f)
            {
                // Shakes the camera when hit the ground.
 if (cameraAnim != null)
 cameraAnim.FallShake ();
            }

            // Reset the value to be able to calculate a new fall.
            higherHeight = 0.0f;
        }
        else if (!mController.Grounded)
        {
            // Calculates the distance to the ground and takes the longest distance (the highest point that you have fallen).
            if (CheckDistanceBelow() > higherHeight)
                higherHeight = CheckDistanceBelow();
        }
    }

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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Thank you, i bought it yesterday and i have few questions,
First of all, how do i make the player taller? when i put grass on the terrain the player looks so small.
second, can i trade the player (hands) to a Full 3d body? for multiplayer game?
running
And can i use the weapons from the kit in my game?

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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Hello, i've bought your asset on sellfy and i have emailed you for a while (about 2 months now) and i have read about the newest update but i haven't recieved any email of an update or any reply from you.
Please reply,
thank you Very Happy

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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hey i have a problem i forget my eamil and pass on this email i buy the fps kit but now i forgeted what i do any one can help me

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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i have a fps but i want a next update

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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Hi dude, I've bought this kit and what worries me is the camera control.
See the control is wonky here, and I'm looking for a simple implementation of good control feels like in Counter-Strike, Call of Duty and other mainstream FPS games.
I checked the MouseController.cs and UpdateMouse() function.
I don't quite understand the frameCounter here, and there must be a reason you do this way.

----------------
I added a simpler way to rotate camera.

Code:



    private void FixedUpdate()
    {
            //UpdateMouse();
           UpdateMouse(Time.fixedDeltaTime);
    }

 private void UpdateMouse(float deltaTime)
    {
        float rotateHor = Input.GetAxis("Mouse X");
        float rotateVer = -Input.GetAxis("Mouse Y");

        float hor = RotateX * rotateHor * deltaTime;
        float ver = RotateY * rotateVer * deltaTime;
        var currentX = transform.eulerAngles.x;
        var currentY = transform.eulerAngles.y;

        currentX += ver;
        if (currentX > 89f && currentX < 150f)
        {
            currentX = 89f;
        }
        if (currentX > 200f && currentX < 271f)
        {
            currentX = 271f;
        }
        if (currentX < -89f)
        {
            currentX = -89f;
        }
        currentY += hor;
        transform.rotation = Quaternion.Euler(new Vector3(currentX, currentY, 0));
    }


It works straight forward and feels good, but I'm new to FPS game coding so I don't yet know the downsides of this.
------------------

So can you explain a little about how you implement the UpdateMouse() and do you have any suggestion about raw input and built-in mouse acceleration(maybe some gamers need that), and should I check the mouse input in Update() or FixedUpdate().

descriptionRe: Unity 5 | FPS Essentials Kit - FPSE!

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But i don't have any money!
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