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Realistic FPS Prefab [RELEASED]

Discussion in 'Assets and Asset Store' started by Deleted User, Apr 5, 2013.

  1. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Any one for my probleme's :s

    Please ?

    Edit :

    I think the probleme is resolve, i have move my RFPS folders and import the last update, now i import file by file (model/prefab/texture) the player, waypons ....
     
    Last edited: May 28, 2015
  2. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    Thanks for the Update :)
     
    Deleted User likes this.
  3. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
     
  4. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    @Azuline Studios - I've noticed that, in v1.22, the player can't pass through trigger colliders (i.e., Is Trigger checkbox is ticked) unless the trigger's layer is set to Ignore Raycast or some other layer set up similarly. In the next version, would you consider updating the rigidbody controller to check the isTrigger property?
     
  5. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Uhh.. Anyone know how to fix it ?
    su.png
     
    Defcon44 likes this.
  6. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Is the problem that the player flies up into the air on start? If so, does it happen in the sandbox scene? This has also happened to me in v1.21 when my scene's instance of the player prefab was misconfigured.
     
  7. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    no, the problem is water xD
    and for your problem, set trigger layer to IgnoreRaycast
     
  8. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Sorry, haven't seen this problem. But I just started playing with v1.22 last night. Good luck!
     
  9. Takahama

    Takahama

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    Feb 18, 2014
    Posts:
    169
    i have very strange problem now
    shadows flickering o_O
     
  10. TechSinsN

    TechSinsN

    Joined:
    Apr 12, 2014
    Posts:
    121
    Maybe import it again?
     
  11. LAUDSOFT

    LAUDSOFT

    Joined:
    Jan 5, 2014
    Posts:
    102
    Thanks Takahama, it's working now.

    Edit: For anyone else who had trouble with the latest update, make sure you install the latest version of unity.
     
    Last edited: May 29, 2015
  12. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    I have re import the last update, and i'm on 5.0.1 :)
     
  13. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Hmm... i fixed shadow issue, strange but i just removed every ProjectSettings files and reimport them
    Np :p
     
  14. sluice

    sluice

    Joined:
    Jan 31, 2014
    Posts:
    416
    1.22 Released! Yeaaaaah!

    I have a fun week-end ahead of me!
     
  15. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Hi guy's,

    I have a new probleme with 1.22 :

    First :

    I can't jump with the player, i have this error :

    NullReferenceException: Object reference not set to an instance of an object
    FPSRigidBodyWalker.Update () (at Assets/RFPSP/Scripts/Player/FPSRigidBodyWalker.cs:511)


    Second :

    Then i sprint, the player stop for reload sprint but then the player stop i can't move anymore.

    I get this error :

    NullReferenceException: Object reference not set to an instance of an object
    FPSRigidBodyWalker.FixedUpdate () (at Assets/RFPSP/Scripts/Player/FPSRigidBodyWalker.cs:764)
     
  16. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Hmm =_= "format" your project, delete ALL Project Settings files from project folder and restart unity editor, then reimport RFPSP's Project Settings
     
  17. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    When I played the web player demo of 1.22, all the weapons are available from the start, just scroll the mouse wheel and weapon is enabled. How do I enable that option in the project? So that I can check all the weapons.
     
  18. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Expand the player prefab. Under FPS Weapons, inspect each child GameObject (Knife, Katana, etc.). Tick Weapon Behavior > Have Weapon.
     
  19. Sailendu

    Sailendu

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    Jul 23, 2009
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    254
  20. syahrizalfauzi

    syahrizalfauzi

    Joined:
    May 30, 2015
    Posts:
    1
    Hi! so, i have my own impact particle created with shuriken particle, and can someone help me how to change the impact particle into my shuriken particle? :D
     
    Last edited: May 30, 2015
  21. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Anyone can help me ? D:
    at long range i shoot a NPC and it starts to run at me after half way he return to his position how i incrase chasing duration
    Edit : i find it in NPC Attack script "Range"
     
  22. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Thank's Takahama, that work's now :)

    I am there have a good laugh of this buggy Unity!

    I share you bugs following with the hope that somebody can help me:

    First : I have open my Level one and i see this F****** horrible FOG :




    How i can fix this please ?


    Seconde : I have duplicate spawn of "wave spawners" but i have this error and zombie don't spawn on new spawn :



    IndexOutOfRangeException: Array index is out of range.
    WaveManager+<StartWave>c__Iterator1C.MoveNext () (at Assets/RFPSP/Scripts/AI/WaveManager.cs:148)
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    WaveManager:Start() (at Assets/RFPSP/Scripts/AI/WaveManager.cs:100)


    Solution please ?
     
  23. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Hmm i know about this fog =_= our enemy ';..;' just complately delete fog and add new one
    For second problem ; take a look at RFPS Sandbox test and compare or copy it
     
    Defcon44 likes this.
  24. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    HELP!
    1: Both shadows and textures flickering now! (using 1 camera) nothing is stable!
    2: i want to make an airdrop with robots but they wont fall and they cant find navmesh
     
    Last edited: May 30, 2015
  25. RealAspireGames

    RealAspireGames

    Joined:
    Dec 24, 2013
    Posts:
    265
    May I ask how you did multiplayer for RFPS?
    And what networking solution did you use, Bolt, Photon,etc! :D
     
  26. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    453
    I create my server in Java, I use Socket UDP.
    I created a C# script for my player, and a C# script for each opponent.
     
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  27. RealAspireGames

    RealAspireGames

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    Dec 24, 2013
    Posts:
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    Did you have to make a lot of modifications to the RFPS scripts themselves? Like for the player movement, shooting, etc...
     
  28. Sailendu

    Sailendu

    Joined:
    Jul 23, 2009
    Posts:
    254
    Wow, you made your own server, that's great. Please release it on the Asset Store or make a tutorial. It would be helpful for many people. :)
     
  29. Deppex

    Deppex

    Joined:
    May 31, 2015
    Posts:
    21
    I want to store weapons inventory
    in "PlayerPrefs" to use in Save Game
    Can someone help me.
    How do I do that.
     
  30. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Here's the relevant code from the Dialogue System for Unity's RFPS integration. The Dialogue System stores its data in a Lua environment. Its save system can serialize the Lua environment into a string that you can save in PlayerPrefs. For your code, where you see DialogueLua.SetXXX() below, you can instead store those directly into PlayerPrefs using PlayerPrefs.SetString(), SetInt(), etc.
    Code (csharp):
    1. FPSPlayer fpsPlayer = GetComponentInChildren<FPSPlayer>();
    2. PlayerWeapons playerWeapons = Camera.main.transform.GetComponent<CameraKick>().weaponObj.GetComponent<PlayerWeapons>();
    3.  
    4. /// <summary>
    5. /// Records the FPS player data into the Dialogue System's Lua environment.
    6. /// </summary>
    7. public void SyncFPSToLua() {
    8.     DialogueLua.SetActorField(playerActorName, "hitPoints", fpsPlayer.hitPoints);
    9.     DialogueLua.SetActorField(playerActorName, "maximumHitPoints", fpsPlayer.maximumHitPoints);
    10.     DialogueLua.SetActorField(playerActorName, "hungerPoints", fpsPlayer.hungerPoints);
    11.     DialogueLua.SetActorField(playerActorName, "thirstPoints", fpsPlayer.thirstPoints);
    12.     for (int i = 0; i < playerWeapons.weaponOrder.Length; i++) {
    13.         WeaponBehavior weaponBehavior = playerWeapons.weaponOrder[i].GetComponent<WeaponBehavior>();
    14.         DialogueLua.SetVariable(weaponBehavior.name, weaponBehavior.haveWeapon);
    15.         DialogueLua.SetVariable(weaponBehavior.name + "_Ammo", weaponBehavior.ammo);
    16.     }
    17.     DialogueLua.SetActorField(playerActorName, "currentWeaponIndex", playerWeapons.currentWeapon);
    18. }
    19.  
    20. /// <summary>
    21. /// Updates the FPS player data with the current values in the Dialogue System's Lua environment.
    22. /// </summary>
    23. public void SyncLuaToFPS() {
    24.     fpsPlayer.hitPoints = DialogueLua.GetActorField(playerActorName, "hitPoints").AsFloat;
    25.     fpsPlayer.maximumHitPoints = DialogueLua.GetActorField(playerActorName, "maximumHitPoints").AsFloat;
    26.     fpsPlayer.hungerPoints = DialogueLua.GetActorField(playerActorName, "hungerPoints").AsFloat;
    27.     fpsPlayer.thirstPoints = DialogueLua.GetActorField(playerActorName, "thirstPoints").AsFloat;
    28.     int currentWeaponIndex = DialogueLua.GetActorField(playerActorName, "currentWeaponIndex").AsInt;
    29.     for (int i = 0; i < playerWeapons.weaponOrder.Length; i++) {
    30.         WeaponBehavior weaponBehavior = playerWeapons.weaponOrder[i].GetComponent<WeaponBehavior>();
    31.         bool hadWeapon = weaponBehavior.haveWeapon;
    32.         bool hasWeapon = DialogueLua.GetVariable(weaponBehavior.name).AsBool;
    33.         int ammo = DialogueLua.GetVariable(weaponBehavior.name + "_Ammo").AsInt;
    34.         weaponBehavior.ammo = Mathf.Clamp(ammo, 0, weaponBehavior.maxAmmo);
    35.         if (hadWeapon && !hasWeapon) {
    36.             weaponBehavior.haveWeapon = false;
    37.             StartCoroutine(playerWeapons.SelectWeapon(0));
    38.         } else if (!hadWeapon && hasWeapon) {
    39.             weaponBehavior.haveWeapon = true;
    40.         }
    41.     }
    42.     StartCoroutine(playerWeapons.SelectWeapon(currentWeaponIndex));
    43.     playerWeapons.UpdateTotalWeapons();
    44.     UpdateFPSGuiTextValues();
    45. }
    46.  
    47. private void UpdateFPSGuiTextValues() {
    48.     if (fpsPlayer.healthGuiObjInstance != null) {
    49.         foreach (var health in fpsPlayer.healthGuiObjInstance.GetComponentsInChildren<HealthText>()) {
    50.             health.healthGui = Mathf.FloorToInt(fpsPlayer.hitPoints);
    51.         }
    52.     }
    53.     if (fpsPlayer.hungerGuiObjInstance != null) {
    54.         foreach (var hunger in fpsPlayer.hungerGuiObjInstance.GetComponentsInChildren<HungerText>()) {
    55.             hunger.hungerGui = Mathf.FloorToInt(fpsPlayer.hungerPoints);
    56.         }
    57.     }
    58.     if (fpsPlayer.thirstGuiObjInstance != null) {
    59.         foreach (var thirst in fpsPlayer.thirstGuiObjInstance.GetComponentsInChildren<ThirstText>()) {
    60.             thirst.thirstGui = Mathf.FloorToInt(fpsPlayer.thirstPoints);
    61.         }
    62.     }
    63. }
     
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  31. ActiveRigStudios

    ActiveRigStudios

    Joined:
    Mar 7, 2015
    Posts:
    9
    Do You Plan on Implementing a Mobile Controller out of the Box for RFPS? @Azuline Studios
     
  32. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Just update your Unity 3D to 5.0.1 or 5.0.2 :p
     
  33. Deppex

    Deppex

    Joined:
    May 31, 2015
    Posts:
    21
    thank you TonyLi I have made of this works perfectly to Save and Load game.

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using System.Text.RegularExpressions;
    4. using System.IO;
    5. using System;
    6. using System.Text;
    7.  
    8.  
    9. public class GUIMenu : MonoBehaviour {
    10.  
    11. private FPSPlayer fpsPlayer;
    12. private PlayerWeapons playerWeapons;
    13. public GameObject player;
    14. private float x;
    15. private float y;
    16. private float z;
    17. private bool locked = false;
    18. private bool showMenu = false;
    19.  
    20.     void Start()
    21.     {
    22. playerWeapons = Camera.main.transform.GetComponent<CameraKick>().weaponObj.GetComponent<PlayerWeapons>();
    23. fpsPlayer = GetComponentInChildren<FPSPlayer>();
    24. }
    25. void Update()
    26.     {
    27.         if (Input.GetButtonDown("Pause"))
    28.         {
    29.             showMenu = !showMenu;
    30.             locked = !locked;
    31.             if (locked)
    32.             {
    33.                 Cursor.visible = false;
    34.             }
    35.             else
    36.             {
    37.                 Cursor.visible = true;
    38.             }
    39.         }
    40.     }
    41.     public void SaveData() {
    42.         PlayerPrefs.SetFloat("hitPoints", fpsPlayer.hitPoints);
    43.         PlayerPrefs.SetFloat("maximumHitPoints", fpsPlayer.maximumHitPoints);
    44.         PlayerPrefs.SetFloat("hungerPoints", fpsPlayer.hungerPoints);
    45.         PlayerPrefs.SetFloat("thirstPoints", fpsPlayer.thirstPoints);
    46.         for (int i = 0; i < playerWeapons.weaponOrder.Length; i++) {
    47.             WeaponBehavior weaponBehavior = playerWeapons.weaponOrder[i].GetComponent<WeaponBehavior>();
    48.  
    49.             PlayerPrefs.SetInt(weaponBehavior.name, weaponBehavior.haveWeapon?1:0);
    50.             PlayerPrefs.SetInt(weaponBehavior.name + "_Ammo", weaponBehavior.ammo);
    51.  
    52.         }
    53.         PlayerPrefs.SetInt("currentWeaponIndex", playerWeapons.currentWeapon);
    54.     }
    55.  
    56.     public void LoadData() {
    57.         fpsPlayer.hitPoints = PlayerPrefs.GetFloat("hitPoints");
    58.         fpsPlayer.maximumHitPoints = PlayerPrefs.GetFloat("maximumHitPoints");
    59.         fpsPlayer.hungerPoints = PlayerPrefs.GetFloat("hungerPoints");
    60.         fpsPlayer.thirstPoints = PlayerPrefs.GetFloat("thirstPoints");
    61.         int currentWeaponIndex = PlayerPrefs.GetInt("currentWeaponIndex");
    62.         for (int i = 0; i < playerWeapons.weaponOrder.Length; i++) {
    63.             WeaponBehavior weaponBehavior = playerWeapons.weaponOrder[i].GetComponent<WeaponBehavior>();
    64.  
    65.             bool hadWeapon = weaponBehavior.haveWeapon;
    66.             bool hasWeapon = PlayerPrefs.GetInt(weaponBehavior.name)==1?true:false;
    67.             int ammo = PlayerPrefs.GetInt(weaponBehavior.name + "_Ammo");
    68.  
    69.             weaponBehavior.ammo = Mathf.Clamp(ammo, 0, weaponBehavior.maxAmmo);
    70.             if (hadWeapon && !hasWeapon) {
    71.                 weaponBehavior.haveWeapon = false;
    72.                 StartCoroutine(playerWeapons.SelectWeapon(0));
    73.             } else if (!hadWeapon && hasWeapon) {
    74.                 weaponBehavior.haveWeapon = true;
    75.             }
    76.         }
    77.         StartCoroutine(playerWeapons.SelectWeapon(currentWeaponIndex));
    78.         playerWeapons.UpdateTotalWeapons();
    79.         UpdateFPSGuiTextValues();
    80.     }
    81.  
    82.     private void UpdateFPSGuiTextValues() {
    83.         if (fpsPlayer.healthGuiObjInstance != null) {
    84.             foreach (var health in fpsPlayer.healthGuiObjInstance.GetComponentsInChildren<HealthText>()) {
    85.                 health.healthGui = Mathf.FloorToInt(fpsPlayer.hitPoints);
    86.             }
    87.         }
    88.         if (fpsPlayer.hungerGuiObjInstance != null) {
    89.             foreach (var hunger in fpsPlayer.hungerGuiObjInstance.GetComponentsInChildren<HungerText>()) {
    90.                 hunger.hungerGui = Mathf.FloorToInt(fpsPlayer.hungerPoints);
    91.             }
    92.         }
    93.         if (fpsPlayer.thirstGuiObjInstance != null) {
    94.             foreach (var thirst in fpsPlayer.thirstGuiObjInstance.GetComponentsInChildren<ThirstText>()) {
    95.                 thirst.thirstGui = Mathf.FloorToInt(fpsPlayer.thirstPoints);
    96.             }
    97.         }
    98.     }
    99. void OnGUI()
    100. {
    101. if(!showMenu)
    102.         return;
    103. if (GUILayout.Button ("SaveGame", GUILayout.Height (35))) {
    104.  
    105.             x = player.transform.position.x;
    106.             PlayerPrefs.SetFloat("x", x);
    107.             y = player.transform.position.y;
    108.             PlayerPrefs.SetFloat("y", y);
    109.             z = player.transform.position.z;
    110.             PlayerPrefs.SetFloat("z", z);
    111.             SaveData();
    112.         }
    113.  
    114. if (GUILayout.Button("LoadGame", GUILayout.Height(35)))
    115.         {          
    116.             x = PlayerPrefs.GetFloat("x");
    117.             y = PlayerPrefs.GetFloat("y");
    118.             z = PlayerPrefs.GetFloat("z");
    119.             Vector3 posVec = new Vector3(x,y,z);
    120.             player.transform.position = posVec;  
    121.             LoadData();
    122.         }
    123. }
    124. }
     
    Last edited: Jun 1, 2015
    Deleted User likes this.
  34. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Glad I could help! Thanks for sharing your code.
     
  35. closetgeekshow

    closetgeekshow

    Joined:
    Jun 6, 2014
    Posts:
    125
    I've been adding my own NPCs and I'm getting the following error on my NPC that do not use Mecanim. Not sure what it is I've screwed up here, can someone help me?

    The error occurs right on play: "UnassignedReferenceException: The variable playerObj of AI has not been assigned.
    You probably need to assign the playerObj variable of the AI script in the inspector.
    UnityEngine.GameObject.GetComponent[FPSPlayer] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineGameObject.gen.cs:35)
    NPCAttack.OnEnable () (at Assets/RFPSP/Scripts/AI/NPCAttack.cs:53)"

    The NPC animates but has no AI behaviour.
     
  36. Deleted User

    Deleted User

    Guest

    Sure Takahama, the reason the NPC's resume their patrolling after detecting the player is that the default timeout value is 6 seconds, which is good for testing, but probably should be customizable from the inspector. This will be introduced in the next version. Thanks again for the great feedback.


    Nice work Defcon44, keep it up!


    Wow, the features you've added are amazing, menfou. Very nice!


    Really impressive work, Gua. Definitely will be following your progress!


    The current version of WaveManager.cs is set up to draw the GUIText on screen to display the wave info, but you can comment out the parts of the script related to the GUIText and the script should function correctly. If you have any questions about how to do this, please let us know.


    Hi Bonzotaz1, currently the bullets are spawned from the origin of the main camera, but the raycast origin could be changed to a different position in the FireOneShot() function of WeaponBehavior.cs. Hope that helps.


    That would be neat, Takahama. It's important to let you guys know about major changes to the scripts to help with upgrading projects, but maybe some Easter eggs will make their way into future versions :)

    The shotgun shell moving with the camera is actually intended behavior, to make the shells eject more consistently for a short time after firing. It's probably more noticeable with the shotgun since there is a shell ejection delay after firing. This might be fixable by detecting if the player changed their rotation direction during the delay after firing.


    No problem, thanks for your patience during the long wait!


    Good Idea TonyLi. If you want to implement the fix now you can change this code around line 603 of FPSRigidBodyWalker.cs from this:

    Code (CSharp):
    1. if((!hit2.rigidbody && grounded) || ((airTime + 0.5f) > Time.time)){
    to this:

    Code (CSharp):
    1. if(((!hit2.rigidbody && grounded) || ((airTime + 0.5f) > Time.time)) && !hit2.collider.isTrigger){
    Also, on the subject of improvements, if you find that melee NPCs sometimes trap the player in corners, you can add this code to AI.cs in the AttackTarget() function:

    Code (CSharp):
    1.  
    2.             // Target is too far away - give up  
    3.             if(distance > attackRangeAmt && !huntPlayer){
    4.                 speedAmt = walkSpeed;
    5.                 target = null;
    6.                 return false;
    7.             }
    8.  
    9.             //NEW - prevent melee NPCs from trapping player in a corner
    10.             if(targetCol && targetCol.enabled){
    11.                 if(distance < 1.4f && target == playerTransform){
    12.                     Physics.IgnoreCollision(capsule, targetCol, true);
    13.                 }else{
    14.                     Physics.IgnoreCollision(capsule, targetCol, false);
    15.                 }
    16.             }

    Hi syahrizal_fauzi, we're planning on upgrading the particle effects to use the Shuriken system soon, but in the meantime you might want to have a look at the WeaponEffects.cs script, where the particle effects are played. If you have any more questions about this, please let us know.


    You can also look for the "timeout = Time.time + 6.0f;" code in AI.cs and change the 6.0f to a higher number to make the NPCs chase the player for a longer time. This will be customizable from the inspector in the next version.


    You can try unchecking the Global Fog image effect on the main camera, Defcon44. For your second question, it looks like you added a 5th wave to the wave spawner example, you might want to check that it's set up like the other waves by expanding the "Element4" index of the "Waves" list and setting up the NPC parameters for wave #5. Hope that helps.


    For your previous question about the missing water effects, Takahama, this might be due to the Image Effects folder being moved into the RFPSP folder. You can try dragging it back into the base "Assets" folder of your project, and possibly reimporting the default image effects package over it.

    The NPCs expect to find the navmesh when they are first instantiated. So you can either try spawning the NPCs with their AI.cs script component disabled, or delaying the NPC initialization until they are on the ground. This is something we'll be looking into as well. Thanks for your patience.


    Mobile controls are definitely on the list, ActiveRigStudios. The InputControl.cs script just needs another script to interface with it for mobile control. In the meantime, other users have had success using the Control Freak asset with the Realistic FPS Prefab.


    Hi closetgeekshow, for NPCs that don't use Mecanim, the AI.cs script expects their animations to be called "shoot, walk, run, idle" (case sensitive). So you might want to check the animation names first. Please let us know if you still need help with this.
     
    Defcon44 and QuadMan like this.
  37. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    @Azuline Studios Hmm looks like increasing NPC range at "NPC attack" fix the problem, i incrased the number and they dont leave me without killing me :D
     
  38. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Thank's Azuline for you'r help & reply, but i have check the wave manager and all is good, and i have always the error :

    IndexOutOfRangeException: Array index is out of range.
    WaveManager+<StartWave>c__Iterator1D.MoveNext () (at Assets/RFPSP/Scripts/AI/WaveManager.cs:148)
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    WaveManager:Start() (at Assets/RFPSP/Scripts/AI/WaveManager.cs:100)

    In game, the wave text don't move and remaining too, the number is freeze :s

    ------------------------------------

    I want to know how move the wave text, because i have change the value (horizontal / vertical) but he don't move :/

    Thank's
     
  39. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Hi :)

    I have looking the player & weapon prefab,I can see that there are values zoom on the player and on the weapons script :s

    So ... test to change the different value, sorry i can't test now (not work).

    Good luck any way :)

    ----------------------------------------------------

    I don't have any " Global fog image effect " on my main camera :s
     
  40. closetgeekshow

    closetgeekshow

    Joined:
    Jun 6, 2014
    Posts:
    125
    Split off 4 new animations in the FBX importer with those names. Problem solved.
    Thank you!

    EDIT: I later duplicated (then renamed) the mis-named animation clips instead of adding new ones in the animation importer, both ways work but the second one seems cleaner somehow.
     
    Last edited: Jun 6, 2015
  41. dev_ceb

    dev_ceb

    Joined:
    Jun 7, 2015
    Posts:
    2
    Hello i am thinking about purchasing the fps kit, and was wondering a few things.

    1: Does the purchase include the demo maps? (The waves, AI, and Patrol webplayer demos). And will it work for the PC version of unity.

    2. Does ANYONE have a solution for multiplayer? Ideas?

    3. Can I Add my own guns and create an animation with your player model (Does it have all the bones rigged?)?

    Thanks!
     
    Last edited: Jun 7, 2015
  42. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    453
    1:
    Yes you have everything.

    2:
    You can create your client/server multiplayer like me, or use Bolt or Photon
     
  43. dev_ceb

    dev_ceb

    Joined:
    Jun 7, 2015
    Posts:
    2
    Oh and one more thing:
    What animations does it come with?
    Like when I create a new gun, do I have to make a new Idle to make it sway a little bit? Or will my reload work "On top of" the default idle animations? Like it is swaying a bit as I am doing this.

    Also, are the animations transferable? Like idle works for all guns.


    Is the character rigged with finger bones as well?


    Thanks
     
    Last edited: Jun 7, 2015
  44. Ratboy601

    Ratboy601

    Joined:
    Jun 22, 2014
    Posts:
    29
    Hey! Solid update! Three questions:
    1. What exactly is necessary to make sure that impact marks will show up? I'm playing with a lot of layer settings for water rendering purposes, and I believe I have messed up the bullet impact system.

    2. Why won't the weapon camera render a spotlight? I attached a spotlight as a child to my flashlight "weapon", which worked great in v1.19, but not in 1.22. I'm using the 2 camera prefab from 1.22 for my player entity. Any insights?

    3. The ambient scene lighting does not reset properly when the "LoadLevelFade" function is called. Any idea why? I'm using the skybox as my source, and set it to baked instead of realtime, and added a sun directional light, otherwise its all default settings. Maybe its only in editor, I don't know, I haven't tried exporting the scene yet.

    Thanks man! I can't wait to get my demo out there. I'd love to get some feedback from you guys.
     
  45. robinlancee

    robinlancee

    Joined:
    Feb 7, 2013
    Posts:
    20
    Can someone help my to integrate photon i pay for it.
     
  46. macodys

    macodys

    Joined:
    Jul 22, 2012
    Posts:
    64
    Has anyone created a stealth kill system?
     
  47. Takahama

    Takahama

    Joined:
    Feb 18, 2014
    Posts:
    169
    Anyone?! please help me :<
    i inport 1 camera FPS to a big scene then shadows just started to flicker
    now i created a new scene with a 2 cubes. (scale is 10 . 1 . 10) when i drop 1 camera fps, cubes and shadows start
    falter! nothing hapens in sandbox demo scene =_=
    HELP! D:

    EDIT : in 2 camera FPS player, shell still following weapon's position (Fire while spinning)
     
    Last edited: Jun 10, 2015
  48. RealAspireGames

    RealAspireGames

    Joined:
    Dec 24, 2013
    Posts:
    265
    Hey everyone!
    I am having a problem with the wave manager. I am using dialog system to set the gameobject active after a certain line is said. But I keep getting this error and only one spawner is working when it is activated.
    https://gyazo.com/1b4b5b433b597e0a5902108c84954869
     
  49. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,670
    Does it work if you manually activate the GameObject in the editor while playing? Please try it when you're in a conversation and when you're not in a conversation. The Dialogue System's SetActive() sequencer command just calls gameObject.SetActive(true), so it should work similarly.

    I'll take a look at this, too, later today and post here with results.
     
    RealAspireGames likes this.
  50. RealAspireGames

    RealAspireGames

    Joined:
    Dec 24, 2013
    Posts:
    265
    Nope does the same thing, and gives me the same error!
    But I did notice that the unlimited spawning box gets unchecked on all of them except for one of the spawners.