FPS Kit | Version 2.0

Discussion in 'Assets and Asset Store' started by NSdesignGames, Oct 2, 2012.

  1. NSdesignGames

    NSdesignGames

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    [​IMG]

    Hello! Let me introduce a tool for Unity 3D called FPS Kit | Version 2.0
    This tool contain everything you need to create a First Person Shooter - Now With Multiplayer Support

    Here is a list of features included in this package (All of next features are working in Unity Free):

    - Multiplayer powered by Photon Cloud
    - Team selection - New
    - Map selection - New
    - Scoreboard with Kills/Deaths/Ping - New
    - Game Modes: Deathmatch and TeamDeathmatch - New
    - Weapon System that allow to create numerous types of weapons, such as Shot Gun, Machine Gun, SIngle Fire Rifles, Pistols, Grenade Launchers, Rocket Launcher, Grenades and Knives;
    - Weapon Recoil System and Dynamic crosshair;
    - Smooth weapon rotation and movement responce effects;
    - Sniper scope feature (Call of Duty style);
    - FPS Controller with ability to Run, Jump, Crouch, Prone and Climb Ladders;
    - Weapon Pick Up system (With 2 types of pick - Add to player weapon list or Replace current weapon with picked), also with ammo pick up feature;
    - Realistic Camera Bob and Weapon Sway effects;
    - Step sound controller, Flash light controller and Smooth Slow Motion effect controller included
    - GUI Example (Main Menu, Ammo Count, Weapon List and alot more)
    - 9 Example Weapons and 4 Example Scenes included

    Web Player previews:


    Documentations


    Tutorials (WIP)



    Update Log
    • Version 1.6 (24.01.2014) - New

      NOTE: This version was entirely converted to C# so it's no longer compatible with previous versions of Kit.
      Folder "FPS Kit 2.0" was renamed to "FPS Kit 2.0 C#"

      - Converted all scripts to C#
      - Fixed chat bug
      - Added fall damage
      - Updated PhotonCloud plugin

      After importing dont forget to:
      1) Setup your PhotonCloud ID and isert it into PhotonNetworking settings
      2) Add Multiplayer Scenes into build setting to able play
    ... For older version notes check "ReadMe!" file inside package


    Simple Mods - list of simple scripts compatible with Kit
    • Kill Player without damaging it (Example: Player fell down)

      1)Open PlayerDamage.cs and add next functions at line 150

      Code (csharp):
      1.    
      2.     void DestroyOurPlayer(){
      3.         if(photonView.isMine){
      4.             photonView.RPC("RPCDestroyOurPlayer", PhotonTargets.All);
      5.         }
      6.     }
      7.     [RPC]
      8.     void RPCDestroyOurPlayer(){
      9.         //Spawn ragdoll
      10.         GameObject temp;
      11.         temp = Instantiate(ragdoll, transform.position, transform.rotation) as GameObject;
      12.         if(photonView.isMine){
      13.             temp.SendMessage("RespawnAfter");
      14.             StartCoroutine(DestroyPlayer(0.2f));
      15.         }else{
      16.             temp.SendMessage("clearCamera");
      17.         }
      18.     }
      19.     }
      2)Then create new Javascript that will be attached to object with Box Collider marked as Trigger and paste next code

      Code (csharp):
      1.     function OnTriggerEnter (other : Collider) {
      2.         other.gameObject.SendMessage("DestroyOurPlayer", SendMessageOptions.DontRequireReceiver);
      3.     }

    • Make player leave room when Round Ends

      1)Open RoomMultiplayerMenu.cs and scroll to line 232 where it says:

      Code (csharp):
      1. StartCoroutine(Restart());
      2)Replace with:

      Code (csharp):
      1. LeaveRoom();

    • Add points to our team when walking inside trigger area (Example: Capture the flag)

      1) Open RoomMultiplayerMenu.cs and add next function at the end of script right before last "}" line:673

      Code (csharp):
      1.     void CaptureFlagAddPoints(){
      2.         //Add points to our team
      3.         int teamScore = new int();
      4.         if((string)PhotonNetwork.player.customProperties["TeamName"] == team_1.teamName){
      5.             teamScore = (int)PhotonNetwork.room.customProperties["Team1Score"];
      6.             teamScore ++;
      7.             Hashtable setTeam1Score = new Hashtable() {{"Team1Score", teamScore}};
      8.             PhotonNetwork.room.SetCustomProperties(setTeam1Score);
      9.         }
      10.         if((string)PhotonNetwork.player.customProperties["TeamName"] == team_2.teamName){
      11.             teamScore = (int)PhotonNetwork.room.customProperties["Team2Score"];
      12.             teamScore ++;
      13.             Hashtable setTeam2Score = new Hashtable() {{"Team2Score", teamScore}};
      14.             PhotonNetwork.room.SetCustomProperties(setTeam2Score);
      15.         }
      16.     }
      2) Create new Javascript which will be attached to Area (Box collider marked as trigger) and paste next code

      Code (csharp):
      1. function OnTriggerEnter (other : Collider) {
      2.     if(other.gameObject.tag == "Player"){
      3.         GameObject.FindWithTag("Network").SendMessage("CaptureFlagAddPoints", SendMessageOptions.DontRequireReceiver);
      4.     }
      5. }
      6. }
      NOTE: Each time player will walk inside area one point will be added to it's team
    Last edited: Jan 24, 2014
  2. I am da bawss

    I am da bawss

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    Looking good! So what's the price going to be?
  3. NSdesignGames

    NSdesignGames

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    Thanks! I would say around 40$
  4. Cyrus_Zei

    Cyrus_Zei

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    well, all I get is"you need to install unity player"....

    I have unity installed and all the players. I can see other players, but not yours ? why ?
  5. NSdesignGames

    NSdesignGames

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    Somehow Dropbox block webplayer HTML, so you need to unblock it manually. When you open it with Internet Explorer it will ask you to unblock in bottom of page. But Chrome dont give any messages at all, it just block.
    So try to open it with IE. Btw release is delayed a bit since I was working on documentation.
  6. NSdesignGames

    NSdesignGames

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    FPS Kit 2.0 were submitted to asset store and it current status: Pending Review
  7. decerto

    decerto

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    Remove the "s" from "https" and it will work! Dropbox doesn't seem to like that.

    Also great package! Will you be adding in multiplayer?
  8. NSdesignGames

    NSdesignGames

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    Thanks man! It worked.

    What about multiplayer, I´m alredy developed multiplayer system for FPS type games, but It was based on Unity 3D standart network so no server hosting was possible, which means that player create server on local machine and while PC is on, server is up, but once PC turned off server automatically removed. I will probably redoing it using Photon server solution once I got free time.
  9. NSdesignGames

    NSdesignGames

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  10. decerto

    decerto

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    I have a few questions:

    Will you be updating this kit regularly?
    It seems there's nothing in this kit that I can't get from the FPS Kit 1.2 from OneManArmy - and that's free and arguably have more features . Any additional features or changes coming?
    I noticed the cross-hairs don't dynamically move when you crouch, prone and run etc. Is this something you'll be changing? Right now it's static and doesn't feel right.
  11. NSdesignGames

    NSdesignGames

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    First of all thanks for purchasing FPS Kit 2.0 (if you did?)
    Yes I´m planning to update it with new features, currently I am working on smooth slow motion effect and ofcourse dynamic crosshair. And I have alot of planned stuff to do so dont worry.

    What about OneManArmy fps kit, just checked it today. For free package its ok, but as I know almoust every model there were downloaded for free so they cant be used in commercial projects. Also there is alot of crossed codes variables etc etc, so currently its very hard to implement new custom weapons and animations, like custom reload, fire, take in /out animations. Car and Helicopter scripts are most likely were taken from free packages aswell, same thing for AI (not sure about this one).
    All weapon movements there are using simple Unity animation, unlike in my project all weapon movements (Walk, Run and Idle) are dynamic and tweakable. Same thing for recoil, OMA fps kit using animation, but in my FPS Kit its all done via script so its easily tweakable. And other thing I noticed, their character can´t prone and climb ladders.

    My goal is to make it easier to setup, less scripts but more functionality. Thats why my WeaponScript contai all the types of weapons. I hope you understand a difference, and also enjoy using FPS Kit 2.0, I´m always here to respond any question, also will constanly update it with new features.
    - Cheers!

    Edit: Found another bug in OneManArmy fps kit, I made some simple tunel with cubes and walked there with crouching, but when I stopped pressing crouch button player just back in it normal position and can see through ceiling (when normally player unable to stand in small tunnels). In my FPS Kit this problem is fixed and even when you try to stand in tunnel you cant - if height of selling is less than player normal position height).
    Last edited: Oct 13, 2012
  12. NSdesignGames

    NSdesignGames

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    Just let everybody know.
    Updated front post with New tutorial on How to Setup Weapon in Fps Kit 2.0.
    Also new updates were submitted to asset store and currently in Pending Review status.
    New version contain Dynamic Crosshair and Smooth slow motion effect along with all previous features.
  13. NSdesignGames

    NSdesignGames

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    Version 1.1 has been approved to Asset Store.
    Also added new tutorial - Setup impact holes for different surfaces
  14. Mihai93

    Mihai93

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    Hey i have your fpskit v.1 the old pack is possible to have this pack free??
  15. Archania

    Archania

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    I'm sure if you purchased through the asset store that once it gets approved you can download it.
  16. NSdesignGames

    NSdesignGames

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    Yeah sure, you can download updates for free. Just go to Asset Store page and update your package

    Edit: make sure you logged in under same account as one you purchased package with
    Last edited: Oct 15, 2012
  17. Mihai93

    Mihai93

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  18. NSdesignGames

    NSdesignGames

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  19. NSdesignGames

    NSdesignGames

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    Just updated front post, I have some exciting news for everybody.
    FPS Kit 2.0 with multiplayer support is currently under development.
    First Web Player preview has beed released, find link in fron post
    - Cheers!
  20. bravery

    bravery

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    Hello NSdesignGames,

    Can you please list to us what other new features you are planning to include in this kit after multiplayer? it's nice if you set a road map for the new feature you are planning to include, as you know there is 2 packs in the asset store that really did a greate progress in the fps filed, I mean to say "Unlimited FPS Camera" and "FPS Constructor", so you will need to do a huge effort in-order to be able to compete with them.
  21. OneManArmy3D

    OneManArmy3D

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    Really? It can be done in few minutes. For tests i always use weapon skins from CS:S (if you know what i mean).

    Animation gives better look than movement only via script. Also i released example script how to use animation + movement via script together.

    Not really, also script controls kickback (could be tweaked in inspector).
    But if you mean weapon movement backwards, then i don't use script (but these are few lines of code - simple).

    First of all it's not a bug. It just isn't included in FPS Kit, but will be in new update for CODKit.
    Last edited: Oct 17, 2012
  22. NSdesignGames

    NSdesignGames

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    I didnt wanted to say your fps kit is bad or something. I even said your kit is ok for free one. What I did there, is explained why I charge money for my FPS Kit, same as you charge for your COD Kit.
    Last edited: Oct 17, 2012
  23. NSdesignGames

    NSdesignGames

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    Hello,
    All of those FPS solutions are really good. But I dont really think there is some kind of competition could be. Like "Unlimited FPS Camera" and "FPS Constructor", they have it own style aswell as my "FPS Kit 2.0". I agree this 3 solutions have couple of same features, but have their own aswell. Like "Unlimited FPS Camera" have physics based camera movement, "FPS Constructor" have laser weapons, chargind feature etc, and "FPS Kit 2.0" have ladder system (This is just an example, I didnt listed all differences). My goal is to make FPS Kit 2.0 easy to setup (I guess this part is done) and also implement multiplayer. I hope you understand my point.

    - Cheers!

    EDIT: As you asked, updated front post with upcoming features for multiplayer
    Last edited: Oct 17, 2012
  24. djary

    djary

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    your added to next V <<With this weapon upgrades and store system ,Create varied weapon upgrades, like scopes, secondary weapons, and camouflage, without any coding through the modular upgrades framework! Unlock weapons and upgrades through the store system; just drag the provided Store prefab into your scene and hit play! Add these new features, along with two new fully animated weapon models>> and

    - FPS Controller with ability to Run, Jump, Crouch, Prone and Climb Ladders; + daiving (prone in runing)
    Last edited: Oct 17, 2012
  25. djary

    djary

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    as you know there is 1packs in the asset store that really did a greate progress in the fps filed, I mean to say "and FPS Starter Pack - Upgrades Store", so you will need to do a huge effort in-order to be able to compete with them.
  26. OneManArmy3D

    OneManArmy3D

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    Just wanted to notify about mistakes.



    These two problems appears when you use "muzzle position" to instantiate bullets.
    Also something wrong with particle effect (problem with hit rotation, or prefab).
  27. NSdesignGames

    NSdesignGames

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    Well I knew about that bug before, but anyway thanks for point it. Thats because of fire object is too far and it comes out of CharacterController. (Note: When you aim, bug dissapear because fire point is moved inside CharacterController)
    Problem could be fixed just by moving fire point back a bit.
    What about particles, I used standart Unity particles. Its just a place holder
    Last edited: Oct 17, 2012
  28. OneManArmy3D

    OneManArmy3D

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    But you can't fix second problem just by moving fire point back a bit. I talk about hit point (when you close to wall). As i understand bullets must hit inside crosshair area in any scenario, or i'm wrong?
  29. NSdesignGames

    NSdesignGames

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    I Will take it in mind. Thanks for helping in improvement of FPS Kit 2.0
  30. OneManArmy3D

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    i suggest you to check distance with ray:
    if you close to object in front of you, you can shoot from center, else from muzzle point. I hope you understand what i'm trying to say. :)
  31. NSdesignGames

    NSdesignGames

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    Just released second update for Multiplayer integration. See link in front post
    - Improved chat
    - Improved main menu
    - Optimized code
  32. djary

    djary

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    for multiplayer add a map rotation and game mode (like bf3 or cod4)
  33. NSdesignGames

    NSdesignGames

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    New version of Multiplayer preview has been uploaded
    This version include example third person character (Note: Its not fully animated)
    Animation sync controller
    Also third person weapons are synchronized too
    - Cheers
  34. bravery

    bravery

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    can you please provide us with a playble link to example of the 3rd person?
  35. NSdesignGames

    NSdesignGames

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  36. bravery

    bravery

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    but I do not get it, how should I change to 3rd person shooter?
  37. NSdesignGames

    NSdesignGames

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    Actually you always at first person mode, but now you can see other players not as simple capsule, but like soldier character.
    Just create some room now, and I will connect too to show what I mean
  38. decerto

    decerto

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    This kit is looking great.

    However:

    Needs more melee weapons! Hammers, planks of wood and other melee goodness
    Other players can't see the bullet holes
    Other players can't see players look up or down - it's quite weird
    Maybe the ability to kill other players?

    I know it's still in development and all, was just saying!

    Cheers,
  39. djary

    djary

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    plz creat Diving for fps controller
  40. NSdesignGames

    NSdesignGames

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    Updated Multiplayer Web Player (Find link at front post)
    - Added look up/down synchronization
    - Added weapon synchronization (NOTE: Its still work in progress)
    - Added test map "Bunker" (Which also will be included in FPS Kit 2.0)
  41. NSdesignGames

    NSdesignGames

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    One more update - Multiplayer v1.4 Web player preview was uploaded (Link at front post)
    - FInished Shot Sync feature - now all weapons are synced
    Last thing left to do, is damage system
    So expect FPS Kit | Version 2.0 Multiplayer release next week
    - Cheers!
  42. NSdesignGames

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    Multiplayer Test v1.5
    - Added player damage system (Unfinished yet)
    Enjoy!
  43. TheBorDr

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    Hey NSdesign, I noticed that even in the multiplayer the pause menu still comes up after every death. It is a tad bit annoying after awhile. Would it be possible for you to implement a system in which it would have a countdown to respawn, instead of that menu and having to click the respawn button? Perhaps you could bring up the pause menu while waiting to respawn with tab. Anyway, just a suggestion. The kit is amazing, and for the price of $35 currently, it is beyond a bargain. The guns themselves in your packs on the asset store cost MORE together for both packs than for the kit (which also includes the scripts, the models and more). I recommend lowering the price of your animated models in the packs. Anyway, great work! I look forward to future updates. This makes OMA's kit look like the Unity 2.0 FPS tutorial. There is no way this is worth less than 50$. Also, is there any chance of AI?

    Amazing work!,

    BorDr
    Last edited: Oct 22, 2012
  44. liero116

    liero116

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    This is all I was waiting for. Buying now.
  45. NSdesignGames

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    Hey.
    Thanks for feedback! I will take in mind your suggestions.
    What about AI, not sure yet. I might consider working on it in future.
  46. NSdesignGames

    NSdesignGames

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    Multiplayer Test v1.6 Web Player preview (Link at front post)
    - Added hit marks
    - Finished damage system
    - Fixed know bugs

    So basically almost everything is done.
    Here the list of thing that need to be done before release:
    1. Make sure there is no serious bugs
    2. Create documentation
  47. NSdesignGames

    NSdesignGames

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    First time met 4 players at once, decided to record it
    Enjoy :D
  48. NSdesignGames

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    Multiplayer Test v1.7 Web Player preview (Link at front post)
    - Added bloody screen effect when got shot
    - Fixed hit marks bug
  49. NSdesignGames

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    Multiplayer Test v1.8 Web Player preview (Link at front post)
    - Cleaned code a bit
    - Added HP line above every player
    Last edited: Oct 23, 2012
  50. NSdesignGames

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    Multiplayer Test v1.9 Web Player preview (Link at front post)
    - Fixed player animation bug