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Post by Invector on Mar 15, 2017 14:29:26 GMT
It's there
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Post by jgiroux on Mar 15, 2017 19:49:53 GMT
wow, that wasn't obliviously obvious was it? lol.
sometimes I get in habit of looking to deeply into things. Thanks for the quick reply. with my add-on, I need to ensure you unequip anything when entering a vehicle otherwise you can get some really wonky results with the gun and drive mode.
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Post by shadex on Mar 15, 2017 20:43:16 GMT
>> "Personally I don't expect Invector to get all these details perfect, I'm more excited to have the overall controller be something more usable than everything else I've tried (and gauging from the Melee and Basic demos, and this preview it will be)." (forum quote button thingy not working properly for me) I completely agree with pretty much everything you're saying, though I haven't tried the other TPS systems beyond the webplayer demos. I'm coming from UFPS, where I was pretty much done with everything, had multiple characters working with finalIK and complex, unique custom animations and anim controllers, and too much custom code to ever update. But the third person - though pretty good with all my extra work - just couldn't ever be professional looking due to the lack of root motion (FP camera movement drives TP body) and I ran into a bizarre, but game breaking bug I couldn't fix with particles on FP weapons - probably something to do with instantiation - but UFPS got handed over to Opsive around that time and I got zero attention on their forum looking for help. So I gave up and realized I needed to roll my own. But then I stumbled onto Invector, and pretty much everything they were doing was what I wanted (with a few exceptions; I'll be replacing or heavily modifying the melee system, and I'll have a FP capable camera, but that's about it). I'm saying all this, because I realize my last post might have sounded critical - that wasn't my intended tone at all! The idea just popped into my head and I wanted to share because I want to see this succeed and also want it in my hands asap. In retrospect I'm sure Invector is already ontop of this, and probably my comment was unnecessary. I guess the one area I have to disagree with you is that I DO in fact expect Invector to get these key (basic) things perfect - just based on the good work they've done so far. If there's a beta (or even an Alpha test) count me in though. I've had the exact same experience. Even down to the Particle problem which is caused by the way UFPS uses both camera's. I basicly left during the Opsive switch, as it wasn't what i signed up for. Being familure with both system, let me fill you in on a few new things. First off, Simtech has an add-on in the add-on sections for a first person camera, which is swapable from 3rd to 1st, much like the full body update for UFPS. I had it working on a version of shooter AI, but need to wait for hip fire to fully get this thing working. It feels a little unrefined ATM, but i also haven't really had time to tweak everything. It feels much like what UFPS should of been. Cal's UFPS system had a ton of unused code, stuff he planned on implamenting, and even went as far as documenting, but never worked and was commented out. Specificly the spring based recoil system. But a lot of the meat of these things where running even if the system was not useable. So combined with only having to render 1 camera, expect a MUCH MUCH lighter foot print. Gun setup is about 10 times faster roughly, as far as getting a working gun. Invector's Shooter is just not as needlessly complex as UFPS. You don't have to configure when muzzle flash fades in and out. The equip system is the same as melee combat, you can add attachment points, and holster the weapon that way. Since your not using "prop" guns in 3rd person, you don't have to disable the weapon and enable the prop. Bullets again are simplified. with the additions of being able to attach particle effects to the bullet itself, instead of having to attach the particle effect to the gun and synch it. The only thing is lack of a decent timed grenade. Unlike UFPS the RPG is easily modified to an on-hit grenade. Animations: Your going to have to tweak roll if you want to use it with a FPS camera. Some 3rd party shooting animations down align right when you lock-on a target and just fire. By the way, it has hit location's with damage modifiers which are really easy to setup. I've already brought back the Combat Arms Nut Shot! Yea there is some updates to come, but that's nothing new. Also this isn't the UFPS forums. If there is a feature missing that you need, most people here will lend you a hand, or you'll get an update on the shooter template while your about to start work on said feature, only to find invector added the feature, made it configurable, and some how doubled your frame rate. I only say this, because it's happened multiple times on the melee updates lol. If you got any questions like "i did this in ufps can i do it here" or "how is this handled compared to UFPS" feel free to ask or message me.
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Post by shadex on Mar 15, 2017 20:44:16 GMT
</div>This is what happens when you disappear from the forum for months!
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Post by Invector on Mar 15, 2017 21:11:15 GMT
Hey guys, quick HOTFIX that you can do right now to improve the Shooter Aim system!
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Post by rayleigh on Mar 16, 2017 3:05:09 GMT
is this include the Third Person Controller - Melee Combat Template?
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alras
New vMember
Posts: 4
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Post by alras on Mar 16, 2017 9:26:26 GMT
Hi people,
Any way to lock the aiming point in the forward of the character to use it as top down shooter? or maybe clamp the angles to let user aim but only at a restricted area?
Thanks
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Post by hamzah on Mar 16, 2017 9:48:00 GMT
Hey, anyone tested the shooter on mobile yet?? I was wondering if we can use these kind of assets with this shooter for mobile platforms... It will be enough to make a million dollar game out of this www.assetstore.unity3d.com/en/#!/content/52220
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Post by Invector on Mar 16, 2017 13:08:41 GMT
is this include the Third Person Controller - Melee Combat Template? nope, just the shooter. Hi people, Any way to lock the aiming point in the forward of the character to use it as top down shooter? or maybe clamp the angles to let user aim but only at a restricted area? Thanks We will add support for topdown, but it's a hole other thing.. we need to work at the camera and the way the character rotates to always follow the cursor, it's not sooo simple to do. Hey, anyone tested the shooter on mobile yet?? I was wondering if we can use these kind of assets with this shooter for mobile platforms... It will be enough to make a million dollar game out of this www.assetstore.unity3d.com/en/#!/content/52220 Give a try, the mobile scene works very nice! I add the LockOn into, so it feels really good playing on mobile devices
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Post by hamzah on Mar 16, 2017 13:48:30 GMT
Hey, anyone tested the shooter on mobile yet?? I was wondering if we can use these kind of assets with this shooter for mobile platforms... It will be enough to make a million dollar game out of this www.assetstore.unity3d.com/en/#!/content/52220 Give a try, the mobile scene works very nice! I add the LockOn into, so it feels really good playing on mobile devices Woaaaaa That sounds amaazziinng, but right now I am in the middle of something really serious and I know if i'll buy shooter template I am destroyed for next 3-4 months atleast . Will buy it in the April inshallah
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Post by nerdares on Mar 17, 2017 0:45:25 GMT
Is there a demo I can try out? I'm waiting to get this from the asset store but I can't help myself, I NEED TO TRY THIS SHOOTER :D
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Post by Invector on Mar 18, 2017 0:25:35 GMT
Is there a demo I can try out? I'm waiting to get this from the asset store but I can't help myself, I NEED TO TRY THIS SHOOTER :D Here > [ Download]
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Post by nerdares on Mar 18, 2017 3:15:27 GMT
Is there a demo I can try out? I'm waiting to get this from the asset store but I can't help myself, I NEED TO TRY THIS SHOOTER :D Here > [ Download] WHOA! This is AWESOME!!!
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Post by abatcat on Mar 19, 2017 16:36:59 GMT
I don't think this warrants a thread of its own, but I found a tiny thing to nitpick about.
This only appears in the shooterMelee demo scene and when using the shooterMelee controller. When the character moves forward and jumps there is a tiny pause after he lands, in other demo scenes and with other controllers the transition from landing to moving again is smoother.
And yes shooter addon is great and awesome.
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Post by xenoblackinc on Mar 20, 2017 0:20:20 GMT
having a hard time with getting my custom weapons working. I followed the tutorial but no luck my weapon drops to the ground and the ik is messed up
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