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Mobile Starter Pack #1 : FPS

Discussion in 'Assets and Asset Store' started by SJAM, Nov 3, 2012.

  1. supericon

    supericon

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    I have just purchased the kit - when I run the example I can't move or look around, or anything - because I presume you haven't added any PC keyboard/mouse functionality.

    Now - for ease of development I'd like mouse/keys in there - so I wanted to ask what you believe the process would be for me to add mouse and keyboard support to the kit?
     
  2. SJAM

    SJAM

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    Of course, I will add that on next version :)
     
  3. SJAM

    SJAM

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    To keep all people aware...

    New version soon
     
    Last edited: Jul 15, 2013
  4. wana7262

    wana7262

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    hi azert2k need ur help please.... i want to disable player rotation when the user is not touching the phone... like in dead trigger.... mean to say when i touch and slide right area of screen to rotate the player it works fine but when i stop sliding it rotates and speed slows down over time... in which script i can edit this???? thanks...
    Please reply soon
     
  5. SJAM

    SJAM

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    This issue doesn't exist on the base package... use you fixedupdate?
    Please for support I need you contact me by email, with invoice number, thank in advance
     
  6. IndyLion

    IndyLion

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    What do you mean 5 buttons?
     
  7. SJAM

    SJAM

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    Canceled for now
     
    Last edited: Jul 15, 2013
  8. SJAM

    SJAM

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    This is a Beta version of an FPS Army men game. You are a Green Army man in the kitchen of a your owners house when all of the sudden a bag of flour spills and completely covers your base. You now must fight against the Tan army as the try to salvage the rest of your base.

    Try HERE

    $OpKitch1.png $OpKitch2.png $OpKitch3.png
     
  9. Jaysta

    Jaysta

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    Mar 13, 2013
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    Hi, would you be able to help out on adding more than 2 weapons, I am having a little trouble adding the 3rd weapon.

    Thanks!
     
  10. Benji-John93

    Benji-John93

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    any more news on when the next release will be? :/
     
  11. SJAM

    SJAM

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    @Jaysta
    Fixed in v1.5 (soon in asset store)


    I just finish the v1.5 (Some add and fixes) :
    - Fix add more than 2 weapons
    - Fix pause button issue
    - Simplify Menu
    - Fix JS and C# scripts conflict when you use both like my demo
    - In-game switch control Gyro/Accelero/Pad
    - Extra : simple zombie IA

    Don't forget that is an Starter pack, not a complete control, you need to modify the scripts to create your game(not me). It's not an obligation for me to add others functionnalities.

    The support concerns only the bugs of originals scripts. Not the bugs of your modifications.

    Thank for understanding

    Stéphane
     
  12. Benji-John93

    Benji-John93

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    Nice! cant wait for 1.5! :) how did u go with adding keyboard and mouse support for testing/editing?
     
  13. IndyLion

    IndyLion

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    SWEET!!! When should it be up on the Asset Store?
     
  14. SJAM

    SJAM

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    The version 1.5 is finished, but I must to do the IA.
     
  15. SJAM

    SJAM

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    Update 1.5 sent to AssetStore :
    - Fix add more than 2 weapons
    - Fix pause button issue
    - Simplify Menu
    - Fix JS and C# scripts conflict when you use both like my demo
    - In-game switch control Gyro/Accelero/Pad

    The AI is not in the package, I don't find the time to work on it, for now.

    you can try the new Android demo HERE
     
  16. uni7y

    uni7y

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    no AI :( when will you find the time to implement this?
     
  17. Benji-John93

    Benji-John93

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    Did u go add keyboard and mouse support for testing/editing? in 1.5??
     
  18. SJAM

    SJAM

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    Unity Team reject my package today : "The ImputManager you are including seems to be corrupt or for some reason is causing Unity to crash on import"

    Weird, I need to look that and upload again. I keep you aware

    @Spotdot2
    Soon, I'm in vacation next week,

    @Benji
    Yes
     
    Last edited: Aug 1, 2013
  19. Krevedko977

    Krevedko977

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    Show you how to make a killing enemy? :confused:
     
  20. BL00DCELL

    BL00DCELL

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  21. BL00DCELL

    BL00DCELL

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    I just ran this on a galaxy 10.1 and it seems like the fire button isn't changing size like the other gui.
    Has anyone else had this issue?
     
  22. SJAM

    SJAM

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    @BL00DCELL / Krevedko977
    For support -> Send me your invoice number by MP, thanks

    Version 1.5c sent to AssetStore
    - Fix add more than 2 weapons
    - Fix pause button issue
    - Simplify Menu
    - Fix JS and C# scripts conflict when you use both like my demo
    - In-game switch control Gyro/Accelero/Pad
    - Fix accelero for U3.5.7 et U4.2+
    - Add Desktop Control for testing
    - Add Very Simple IA
    - Now, the weapon switch is bidirectionnal

    Best Regards

    Stephane
     
  23. Goofy420

    Goofy420

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    Does the kit have weapon pickup and AI?
    I want to buy either this one or Mobile FPS Kit but it looks like Mobile FPS Kit has been abandoned.
     
  24. SJAM

    SJAM

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    Hi Goofy,

    Yes, for both on the actual version... Very basic IA, and weapon pickup (take a look at the demo APK)

    Version 1.5c is OUT !
     
  25. Goofy420

    Goofy420

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    This looks awesome. I love the controls in the apk demo but didn't see weapon pickup. What is the actual version?
     
  26. LoonyBen

    LoonyBen

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    Documentation please.
    No one likes updating and having weeks of work fail without knowing why. Im tired of guessing how you coded it.
     
  27. SJAM

    SJAM

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    Ho Looney,

    Yep, I will do a "change document" for future updates.

    NEVER update scripts before make your backup. Your current script will be replaced by the new one.

    For this time you can open both scripts with notepad++ to compare and modify your current script without any lost.

    Best regards

    Srephane
     
  28. Goofy420

    Goofy420

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    I had given Loon some help and am posting here how easy it is to understand.
    Realize I had only had the pack for an hour. The video just shows how easy it is to add your own melee weapon and animation as well as a hitbox collider so it only causes damage when you swing.


    Here is the melee script. Very short and to the point embedded withing the starter packs code where it says //Out here your code for no fire weapon

    Code (csharp):
    1.  
    2. //Put here your code for no fire weapon
    3. GameObject child = transform.Find("/Player/Main Camera/WeaponsCam/AxePutHereArmsWeapon/WeaponHolder/rightArms").gameObject;
    4. if (Time.time > CurrentWeapon.nextFireTime + CurrentWeapon.fireRate){
    5. child.animation.Play("SwingArm");
    6. audio.PlayOneShot (CurrentWeapon.shootSound);
    7. CurrentWeapon.nextFireTime = Time.time;
    8. if(gameObject.tag != "Player") {
    9. SendMessage("Hit",CurrentWeapon.WeaponPower,SendMessageOptions.DontRequireReceiver);
    10. }
    11. }
    12.  
    Attach an empty game object to your weapon named HitBox; attach a box collider disabled and rigid body

    Just disable the collider when you add it. Rigidbody attached to the hitbox along with the collider. Rigidbody should be kinematic and attach the animation to the "rightArms" and it'll swing the arm. Attach any weapon as a child of rightArms and it'll swing the weapon with the arm.

    Maybe Azert2k can add it to the next version.

    Edit: The Shoot() function is only called with Fire Rate and Bullet Per Clip set to >0 so in inspector set the Fire Rate = 1 and Bullet Per Clip = 1 and disable isFirearm

    p.s You can buy the Zombie Weapon for $2.00 in the asset store.
     
    Last edited: Nov 4, 2013
  29. LoonyBen

    LoonyBen

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    That was my bad. I'm still learning Unity and haven't realized that importing from the asset store will overwrite scripts. Now I know.
    You made a sale on my cuz though
     
  30. Goofy420

    Goofy420

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    FYI
    If you delete EditorGUILayout.PropertyField(SparkleE,true); in MSPFPSEditor
    and remove public GameObject Sparkle; from MSPFps line 23 and move it to line 77 , then change
    Instantiate (Sparkle, hit.point, Quaternion.identity); on line 338 to Instantiate (CurrentWeapon.Sparkle, hit.point, Quaternion.identity);
    you can have different bullet impacts for each weapon.

    I hope I'm not stepping on any toes, if so let me know, but I remember when I started everything was so confusing.

    To have a variable for reload time per weapon, you could:
    Add public float reloadTime = 0; to line 77 or 78 or so in MSPFps and on lines 378 and 382 change
    yield return new WaitForSeconds (2); to yield return new WaitForSeconds (CurrentWeapon.reloadTime);
     
    Last edited: Aug 21, 2013
  31. IndyLion

    IndyLion

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    I was wondering if anyone can help me. I can't seem to get my second weapon to show up when I switch weapons. When I switch weapons, it takes away the rifle and changes the fire rate, but doesn't change to my pistol? Any help would be greatly appreciated.
     
  32. _Max_

    _Max_

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    Feb 21, 2013
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    Hi azert2k

    Thank you for a wonderful kit, this save me lots of time, I try convert games to iOS and find controls main problem all the time.
    I hope you make a push for a 1.6 update, if you feel this kit has come to a end. It be great if Blackberry/Win8 support also.
    Not tested so cannot comment, this is just a idea for future update.

    Let me know if project is done or you have some future updates on todo list. I wanna start making game with your kit and combine with other kits..

    Regards,
    Max
     
  33. SJAM

    SJAM

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    Hi all,

    Like always : for support -> PM/eMail with Invoice number

    Normally the MSP is already compatible with Win8 and Blackberry, maybe except for the gyroscope. So I need to know if someone had tested on blackberry and/or Win8 already ?

    Thank in adavnce

    Stephane
     
  34. _Max_

    _Max_

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    Hi, I'm not asking for support, I was simply asking if you have any plans for updates for this kit?
    I will help you by testing this on Blackberry Z10 and report back soon.
    Thank you.
     
  35. SJAM

    SJAM

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    Hi Max,

    I haven't any plans for fonctionnalities update (at this time, it is fully functionnal, without any bug and complete), but I need to update the package for Windows 8 phone (I just buy a windows phone) and BlackBerry.

    Like I said before, all functionalities of MSP are compatible with all mobiles devices (Android, iOS, W8, and BB), but I haven't configure the gyroscope for BB and W8.

    So if you can help for BB, I will do this update ;)
     
  36. RetronamicGames

    RetronamicGames

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    A few questions:

    - Do you have a web player demo of this?
    - Is there a melee system?
    - Is there any documentation on how to change the weapon models?
    - Is there an interaction system (press F to od stuff, etc)
    - Is there a weapon sway/weapon animation/smoothing? (when walking, moving the camera, etc.)
     
  37. pinchmass

    pinchmass

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    can anyone advice how I would go about adding a jump button/feature ?
     
  38. RetronamicGames

    RetronamicGames

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    Does this work with Flash export?
     
  39. getbiks

    getbiks

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    May 13, 2012
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    hi.. How do i change the position of the "Fire Button"..
    I can change the X-Position by editing the GUILayout.Space (5) in the MSPEditor4JS file. but how do i change the Y-Position.
    I want the position to be at below than where it is and more towards the left hand side of the screen. [GUILayout.Space (3) works fine for me ]

    Thanks .. Awesome Pakage.. :D
     
  40. Njdbusiness

    Njdbusiness

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    Jul 25, 2013
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    Thanks for working out how to do that Goofy420.

    I am getting this error when I try to do it...

    Assets/MobileStarterPack/_Scripts/MSPFps.cs(365,83): error CS1525: Unexpected symbol `RequireReceiver'

    Any Ideas???

    Thanks
     
  41. Goofy420

    Goofy420

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    I haven't looked at this in a couple of months, but it works fine with WP8 as long as you set a pause when the user presses the back key and WP8 dev center won't accept a default Unity icon, so change that to something custom.

    Loony is no longer around, so I can't get her asset to tell you for sure. I'll try to pick up a copy next week and do a quick publish to WP8 and store and see what comes back. MS is really good at telling you what needs to be done if it fails approval.

    The only asset I know for sure that will never work with WP8 and Windows Store is iTween...
     
  42. Goofy420

    Goofy420

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    Code (csharp):
    1. SendMessage("Hit",CurrentWeapon.WeaponPower,SendMessageOptions.DontRequireReceiver);
    This forum likes to add extra whitespace, just remove the whitespace from this line. The one above is correct.
     
    Last edited: Nov 4, 2013
  43. Njdbusiness

    Njdbusiness

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    I am a begginer programmer. Thanks a lot! :D
     
  44. dustinmckay

    dustinmckay

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    Is there a getting started tutorial anyone can point me to?
     
  45. ferrari_due

    ferrari_due

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    Hi All/Azert2k

    Can anyone help me with setting up my own enemy to the scene? I set up my own zombie and check that all animations are properly setup; the settings are an exact copy of the default zombies that the pack has...but i cant get my zombie to Raycast and check the for the player....any suggestions on what I may be doing wrong?
     
  46. dustinmckay

    dustinmckay

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    Has anyone successfully added more than two weapons. I am not having any luck getting the models to show up on additional weapons (or the knife for the matter).
     
  47. ferrari_due

    ferrari_due

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    Hi Mustafa,

    Did you figure out how to solve this? Please let me know I'm having the same issue and I believe its something to do with Raycasting
     
  48. dustinmckay

    dustinmckay

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    I had this problem, it turns out I had renamed the player, and for some reason the AI couldn't see it anymore.
     
  49. dustinmckay

    dustinmckay

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    Has anyone had success adding sound to the enemy? I want to add a general sound whenever he moves, and an attack sound when he is munching on the player.....

    I tried adding them in the AI script, but don't seem to get them to play no matter where I put it...


    audio.clip = enemySound;
    audio.Play();


    Any suggestions?
     
  50. pinchmass

    pinchmass

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    Jul 2, 2012
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    could anyone advice (I'm hoping its simply a few lines…….) a method to hide some of the weapons, so a pickup object could trigger unhiding them. End result been the game starts with weapon 1 active, and as you collide with the pick up object weapon two can be selected.

    anyone tried this fingers cross, not sure where to start.

    If no one has I'll share my experience of trying to work it out…