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Free FPS Starter Scripts!!

Discussion in 'Made With Unity' started by viral-vector, Nov 11, 2010.

  1. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    bradjensen68, good point, i will modify the inandout script. it really it is still a little more beta...for now just create another var and use enable/disable
    p.s i am actually slowly adding, a flamethrower, and day night cycle scripts. for next release, along with newer features.


    Jay_Adams i will take a look, and see....
    p.s IT should work fine just checked
     
    Last edited: Dec 10, 2010
  2. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    RayDamageReceiver.js have enum called Type. This enum overlaps System.Type
    This is very - very - bad.
     
  3. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    Neodrop. i have changed the enum. thank you for pointing out. fixed, and ready for next update

    bradjensen68. for your petrol cans give them damage receiver, and add an explosion prefab to the exlodefx var. add damage giver to the explosion.(the explosion effect does not have to be an actual explosion.
     
  4. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    You are missing a bunch of scripts in the demo for the ExploNorm prefab which I am assuming is why the grenades are not working properly:

    I did what you said with the petrol cans. They explode nicely when either being shot or burned with the flamethrower (you can also kill the cubes with the flamethrower), but they do not cause area damage when they explode. Still working on that.
     
  5. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
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    yea my explosion prefab uses the detonator scripts as i mentioned. you can either import the package to make your explosions, or make your own using particle systems. all you really need is the damage-giver script, and the explosion boolean checked.

    !! you must check the explosion boolean on the scripts in for area damage. i will be updating it to also give force, which is now generated by the detonator scripts.

    The detonator package is very pretty for explosions, which i am not very good at doing. Only real particles i made is the bloodFx, Smoke. and smaller ones... Explosions are all detonator.

    I will be creating add ons such as explosions, create explosions with fragments, shatter glass, fun grenades, and etc. that will be available for download soon on my website.
     
    Last edited: Dec 10, 2010
  6. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    Ah, ok. That took me a while to understand. I didn't know what you meant by detonator framework. It is listed on the web site as either "Explosion framework" or "Detonator for Unity" and I wasn't familiar with it.

    It is here for anyone else who needs it:
    http://unity3d.com/support/resources/unity-extensions/explosion-framework

    Still having problems with area damage, though. The "burninator" sets the cubes on fire but doesn't seem to cause any damage even on direct grenade hits.
     
    Last edited: Dec 11, 2010
  7. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
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    248
  8. Jay_Adams

    Jay_Adams

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    Nov 8, 2010
    Posts:
    152
    Very cool, got it. But this is a new host, deffinately different than the last one.

    Thanks a bunch, can't wait to try it out.
     
  9. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    Ok, but this is just me playing around trying to learn your scripts. Not ready for prime time or anything. Note that the flamethrowers do not properly work with Rayinout. They move when they shouldn't. I could have use more variables as you said but then it messes up the machine guns. Also if you shoot or burn the petrol cans or throw a grenade, it doesn't do any damage. It is fun to fry the little cube suckers until they pop :)

    http://www.bradjensen.info/test/WebPlayer.html
     
  10. viral-vector

    viral-vector

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    Apr 12, 2010
    Posts:
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    i am still in the middle of my exams. So no new updates until Christmas or after. I would like to see if any one else has been able to use my work in a creative way....Please post webplayers or etc...

    bradjensen68: the flame thrower looks good. I will make sure to include flamethrower, and lasers in my next update. along with secondary fire, and weapon pickups......anymore updates???
     
  11. Ullukai

    Ullukai

    Joined:
    Aug 24, 2010
    Posts:
    746
    id like to use this, but it gives me Type errors.. so i can't use it :(
     
  12. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
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    I would like to request vehicle mounted weapons. Thanks!''
     
  13. viral-vector

    viral-vector

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    Apr 12, 2010
    Posts:
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    Ullukai: I believe the only errors you should be receiving should just be input errors. Just add them under your input manager.

    bradjensen68: You can easily do this. Without waiting for an update. Try stripping down my RayEnemyGun script to just the shooting part, then call it when the player presses fire1. then u can make a variable on the inandout script that enables and disables it. this will work if you do it right!
     
  14. bradjensen68

    bradjensen68

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    Feb 2, 2009
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    I'll gve it a shot. Thanks!
     
  15. beltzaser

    beltzaser

    Joined:
    Aug 4, 2010
    Posts:
    16
    Just to add my own part to this, in case someone is interested. Basically this will create an Ally box which will hunt down and destroy all enemy boxes out there. Just follow these steps, and see your puppy dog goes wild and take them out for you. Note this script I did out of boredom at 3 in the morning, so is definately not optimized!

    1. Create a new Script, call it AlliedAttack or whatever you see fit with the following code:-
    Code (csharp):
    1.  
    2. private var self : Rigidbody;
    3. var Target : Transform;
    4. var Player : Transform;
    5. var Damage : int = 1;
    6. var Range : float = 150;
    7. //Effects
    8. var Flash : boolean = true;
    9. private var rend : Renderer;
    10. private var origColor : Color;
    11. var FlashColor : Color;
    12.  
    13. //Movement  Rotation Variables
    14. var Speed : float = 5;
    15. var followPlayer : boolean = false;
    16.  
    17. private var Rot : Quaternion;
    18. private var NextPos : Vector3;
    19. private var OnMove : boolean = false;
    20. private var DistanceToPlayer : float = 0.0;
    21. private var curDistanceToEnemy : float = 10000.0;
    22. private var DebugOn : boolean = false;
    23.  
    24. //---------------------------------------------------------------------------------//
    25. function Awake (){
    26.     // Find Self
    27.     rend = gameObject.renderer;
    28.     origColor = rend.material.color;       
    29.     //There could be multiple enemies!
    30.     if(!Target){
    31.         Target = GameObject.FindWithTag("Enemy").transform;
    32.         curDistanceToEnemy = Vector3.Distance(Target.position, transform.position);
    33.     }  
    34.     if(!Player){
    35.         Player = GameObject.FindWithTag("Player").transform;
    36.     }
    37. }
    38. //---------------------------------------------------------------------------------//
    39.  
    40. function WaitForFrame (waitTime : float) {
    41. // suspend execution for waitTime seconds
    42.     yield WaitForSeconds (waitTime);
    43.     Patrol();
    44.     if (DebugOn) Debug.Log ("---------------->WaitAndPrint "+ Time.time);
    45. }
    46.  
    47. function OnTriggerEnter (c : Collider) {
    48. var distanceToEnemy : float = 10000.0;
    49. var distanceToTriggerEnemy : float = 1000000;
    50.     if (c.CompareTag("Player")) {
    51.         enabled = true;
    52.         PlayerInView = true;
    53.         StopCoroutine("WaitForFrame");
    54.         if (DebugOn) Debug.Log ("Player in frame now");
    55.     }
    56.     //Enemy in scope
    57.     if (c.CompareTag("Enemy")) {
    58.         if (DebugOn) Debug.Log ("------------------>New Enemy in frame now");
    59.         if (Target) {
    60.             distanceToEnemy = Vector3.Distance(Target.position, transform.position);
    61.         }
    62.         distanceToTriggerEnemy = Vector3.Distance(c.transform.position, transform.position);
    63.         if (distanceToEnemy > distanceToTriggerEnemy)
    64.         {
    65.             NextPos = c.transform.position;
    66.             Target = c.transform;
    67.             }
    68.         else
    69.             NextPos = Target.position;
    70.     }
    71. }
    72.  
    73. function OnTriggerStay (c : Collider) {
    74. var distanceToEnemy : float = 10000.0;
    75. var distanceToTriggerEnemy : float = 1000000;
    76.     if (!Target) //Not engaged
    77.     {
    78.             if (c.CompareTag("Enemy")) {
    79.         if (DebugOn) Debug.Log ("------------------>New Enemy in frame now, other one destroyed");
    80.         if (Target) {
    81.             distanceToEnemy = Vector3.Distance(Target.position, transform.position);
    82.         }
    83.         distanceToTriggerEnemy = Vector3.Distance(c.transform.position, transform.position);
    84.         if (distanceToEnemy > distanceToTriggerEnemy)
    85.         {
    86.             NextPos = c.transform.position;
    87.             Target = c.transform;
    88.             }
    89.         else
    90.             NextPos = Target.position;
    91.         }
    92.     }
    93. }
    94.  
    95. //We dont want the NPC to take up too much CPU when he is not seen. So an update every 2 seconds will suffice
    96. function OnTriggerExit (c : Collider) {
    97. if (c.CompareTag("Player")){
    98.         // Start function WaitAndPrint as a coroutine. And wait until it is completed.
    99.         // the same as yield WaitAndPrint(2.0);
    100.         yield StartCoroutine(WaitForFrame(2.0));
    101.         PlayerInView = false;
    102.     }
    103. }
    104.  
    105. // Make absolutely sure the update dont get called if not needed
    106. function Update () {
    107.     // If we don't see the Player (Patrol/Move)-------
    108.     if(!CanSeeTarget()){
    109.         transform.eulerAngles.x = 1;
    110.         //Restore color
    111.         if(Flash){
    112.             rend.material.color = origColor;
    113.         }
    114.        
    115.         if(!OnMove){
    116.                 if (!CanSeePlayer()) {
    117.                     Patrol();
    118.                 }
    119.                 else
    120.                  NextPos = Player.position;
    121.         }
    122.        
    123.         //Rotate
    124.         Rot = Quaternion.LookRotation(NextPos - transform.position,Vector3.up);
    125.         transform.rotation = Quaternion.Slerp(transform.rotation,Rot,Time.deltaTime * 1);
    126.         //Move
    127.         transform.Translate(Vector3(0,0,5) * Time.deltaTime * Speed);  
    128.     }
    129.     // We Do see the Player------------------------------
    130.     else if(CanSeeTarget()){
    131.         //Flash
    132.         if(!Flash){
    133.             var lerp : float = Mathf.PingPong (Time.time, .5 / .5);
    134.             rend.material.color = Color.Lerp (origColor, FlashColor, lerp);
    135.         }
    136.         // For Facing
    137.         //RotateTowards
    138.         Rot = Quaternion.LookRotation(Target.position - transform.position,Vector3.up);
    139.         transform.rotation = Quaternion.Slerp(transform.rotation, Rot,Time.deltaTime * 5);
    140.         //Move Towards
    141.         transform.Translate(Vector3(0,0,5) * Time.deltaTime * Speed);
    142.     }
    143. }
    144. //---------------------------------------------------------------------------------//
    145. function CanSeeTarget () : boolean{
    146.     if (!Target) return false;
    147.     // If we are Too Far or Enemy killed
    148.     var dist :float = Vector3.Distance(Target.position, transform.position) ;
    149.     if(dist> Range){
    150.         if (CanSeePlayer()) NextPos = Player.position;
    151.         return false;
    152.     }
    153.     // If we are close Check, Also see if there are objects
    154.     else{
    155.         var bCanSeePlayer : boolean= CanSeePlayer();
    156.         if (bCanSeePlayer)
    157.         {
    158.             Debug.Log("He is about to get it - Defending player");
    159.             NextPos = Target.position;
    160.             return true;
    161.         }
    162.         //Cast For Objects
    163.         var hit : RaycastHit;
    164.         if(Physics.Linecast(transform.position,Target.position,hit)){
    165.             if(hit.collider.gameObject.tag != "Enemy"){
    166.                 if (!bCanSeePlayer) {
    167.                     Patrol();
    168.                 }
    169.                 return false;
    170.             }
    171.             else{
    172.                 Debug.Log("He is about to get it");
    173.                 NextPos = Target.position;
    174.                 return true;
    175.             }
    176.         }
    177.     }
    178. }
    179.  
    180. // Follow P;ayer
    181. function CanSeePlayer () : boolean{
    182.  
    183.     // If we are Too Far
    184.     DistanceToPlayer = Vector3.Distance(Player.position, transform.position) ;
    185.     if(DistanceToPlayer > Range){
    186.         return false;
    187.     }
    188.     // If we are close Check, Also see if there are objects
    189.     else{
    190.         //Cast For Player Objects
    191.         // Why not just check using distance? Its possible the player is on a different level not accessable by the allie
    192.         NextPos = Player.position ;
    193.         return true;
    194.     }
    195. }
    196.  
    197. //Collision With Object------------------------------------------------------------//
    198. function OnCollisionEnter (colide : Collision){
    199.     Debug.Log("Primary collission with " + colide.gameObject.tag);
    200.     if(colide.gameObject.tag == "Enemy"){
    201.         Debug.Log("Primary collission entered");
    202.         for(var i : int = 0; i < 5; i ++){
    203.             Target.SendMessageUpwards("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver);
    204.         }
    205.     }
    206.     else {
    207.         Debug.Log("Collision Secondary");
    208.         Patrol();
    209.         //NextPos = -NextPos;
    210.     }
    211. }
    212.  
    213. //Patrol-------------------------------------------------------------------------//
    214. function Patrol (){
    215.     OnMove = true;
    216.    
    217.     NextPos.x = transform.position.x + Random.Range(-5,5);
    218.     NextPos.z = transform.position.z + Random.Range(-5,5);
    219.     yield WaitForSeconds(Random.Range(5,5));
    220.     OnMove = false;
    221. }
    222.  
    223. function PatrolAdjust (){
    224.     OnMove = true;
    225.     Debug.Log("Adjust Patrol");
    226.     NextPos.x = transform.position.x  - 10;
    227.     NextPos.z = transform.position.z - 10;
    228.     yield WaitForSeconds(Random.Range(5,5));
    229.     OnMove = false;
    230. }
    231.  
    2. Drop a ZCude prefab on the editor, and remove the RayAI script in the inspector
    3. Add the new scipt you just created under Step 1
    4. Change the material so your puppy dog looks a bit different from the rest of the boxes.
    5. Add a new Sphere collider to this new box, and choose "ADD" on the warning that there is already a collider
    6. Set this Sphere to be a trigger
    7. Set it to a radius of say 50 (It will hunt down enemies in this radius)
    8. Create a new tag called Ally or similar, and set your new ally to this tag

    And there you go, make this a prefab and see it hunt down them boxes. And again, its pretty dirty code adapted from the RayAI.js

    On some point i will upload my project using this with animation (A real dog) and better attacks, and A* pathfinding on enemies if anyone is interested.
     
  16. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    Happy New Year!!
    I have been working on the next release.
    * Day and Night Cycle, implemented now needs to be beautified
    Any idea on how to blend skyboxes without the use of the skybox blend shader
    * Health and Ammo near completion

    * Scripted additional effects for shooting
    * Upgraded Ai, additional intelligence, still need tweaks

    adding melee, more weapons, dropping picking up weapons.

    looking to implement many new feature for a end of break release near January 25


    Any New Developments ?????
     
    Last edited: Jan 5, 2011
  17. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,821
    Any thoughts on adding a form of multiplayer support to this?
     
  18. Griph

    Griph

    Joined:
    Jan 6, 2011
    Posts:
    4
    Great work from what I've seen so far, and I mean really great!
    Especially since it should be no problem to actually add the weapons animations like this

    but I have noticed one small bug, which I dont know weither you know about it or not, so I'd like to point it out:
    Whenever you enter the weapons zoom, the mouse sensivity gets reduced permanentely unless you reset the game.
     
  19. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    Asvarduil : in regards to multiplayer, i have no plans as of now. I would have to rework the project to use actual models for each player. As of now i am focused on getting all aspects of an fps' in play. i still need to implement a lot of basic features, and would appreciate suggestions and help!.

    Griph: thank you for the words, and yes animations would be easy to introduce. I think right now they are not important to the overall scope of the project. Also i am learning how to model/animate so i cant really add them till i am more experienced. Maybe SOMEONE CAN PROVIDE ME BASIC RELOAD ANIMATIONS!!.
    for the bug i will look at it.!! there are a few others, but very minimal ones.


    New Web Player coming soon, to display new features.
     
    Last edited: Jan 6, 2011
  20. Essal

    Essal

    Joined:
    Feb 16, 2010
    Posts:
    107
    Awesome!:D
     
  21. NESAJeff

    NESAJeff

    Joined:
    Oct 11, 2010
    Posts:
    11
    heres a big bug for ya, press 2 weapons at the same time, and you get both of them... your p90 style weapon + sniper = cheats
     
  22. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    i am not experiencing that bug in tests. i cant seem to be able to initiate it, i try a bunch of combinations and only get one weapon.
     
  23. Rapidz

    Rapidz

    Joined:
    Aug 27, 2010
    Posts:
    31
    What i really love'd was that sniper :D and really good work, although you know that the breathing effect is a thing where you need to hold down a button and it holds the cam still and if not that is done it will be a little jumpy, hope you get what i mean :D
     
  24. ddesmond

    ddesmond

    Joined:
    Feb 9, 2010
    Posts:
    163
    Great job!
     
  25. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    thank you all for the comments and bug reports.
    I do have one request. A compiled list of bugs so i have a checklist of ones that i have not noticed myself. It is very challenging working on a project this large as a single person.

    * RaySpawner major updates, now its wave based spawner, with other features
     
    Last edited: Jan 8, 2011
  26. ddesmond

    ddesmond

    Joined:
    Feb 9, 2010
    Posts:
    163
    Hi,

    The input settings to seem to be setup for some reason, unless I missed a step.
     
  27. Stevebenz

    Stevebenz

    Joined:
    Sep 2, 2010
    Posts:
    29
    Really GOOD MAN Are We Allowed This For Commercial Use?? (Im downloading this now)
     
  28. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    ddesmond: you should have gotten some imput errors when first importing the package asking to assign imputs, if not, and you are able to play then thats good sign. explain if i misunderstood.

    stevebenz: yes but can only use the Scripts with prefix (Ray_) everything else(3d models, sounds,images) were either created by me or pulled online so you may not use those in your project.
    1. USE ONLY THE SCRIPTS
    2. A small mention in the credits
    3. first to test (this one is not required lol).
     
  29. kingrat

    kingrat

    Joined:
    Dec 23, 2010
    Posts:
    93
    Can you please attach the file to a post on this forum because when I use the links I just get stupid ads and no way to download it.
     
  30. Stevebenz

    Stevebenz

    Joined:
    Sep 2, 2010
    Posts:
    29
    I've Got A Few Problems with this and it is that

    1. the plugin settings are Stuffed up
    2. now almost all of my scenes have Screwed up
    3. alot more

    wouldnt it be easier if you just gave us a Project folder? HMM?!?!?
    now i cannot speak on how pissed i am, i worked on it for around 4 months
    it was a Multiplayer FPS and i was improving it constantly now the terrain is gone
    now my work is falling (literally in game they just fall)
    it was working fine but ur thing just !!!!!!!!!!!!!!!!!!!!!!!
    sorry if i come really angry but i am really....
     
  31. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    You are mad at a contributor because you failed to do a back-up?
     
  32. thesimi

    thesimi

    Joined:
    Jun 16, 2009
    Posts:
    94
    can you add this to the asset store?:D
     
  33. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    Playing around again: http://www.bradjensen.info/test2/WebPlayer.html Too much weirdness in the car tutorial creates too many errors in this so I probably won't pursue it any further.

    Edit: Sorry for the long loading time. You will probably need to go get a cup of coffee while this loads.
     
    Last edited: Jan 11, 2011
  34. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    bradjensen68: i was actually able to port the car tutorial in an earlier release. i will work it a gain and give you details..
    Very fun upload. I will be releasing a major update soon. probably in two weeks. i hink you will find the new updates and fixes very helpful. i will use your upload also to fix and add things. especially for the mounted weapons, vehicle enter script.
    * I have even fixed auto fire in my shoot script. i am surprised the bug has not been pointed out to me. but it is now fixed. look for a new webplayer soon
     
    Last edited: Jan 11, 2011
  35. granada

    granada

    Joined:
    Oct 31, 2010
    Posts:
    135
    Cant wait,i've been playing with this and having fun :D.

    Dave
     
  36. Din

    Din

    Joined:
    Jan 11, 2011
    Posts:
    146
    I have some problems, when I importing FPX Zero package i have some errors with exporting:
    5 errors with text

    Cinema 4D couldn't convert the .C4D file to an fbx file.
    Try exporting the .C4D file to an fbx file manually.
    You need at least Cinema 4D R11 to import .C4D files directly.

    But I have C4D R12 installed on my comp...
    Also have 2 errors with text:

    ImportFBX Warnings:
    Mesh 'L-Arm.3' has 126 (out of 436) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 310, 311, 312, 313, 314, 315, 316, 317, 318, 319 and so on...
    Mesh 'R_Arm.2' has 108 (out of 416) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 308, 309, 310, 311, 312, 313, 314, 315, 316, 317 and so on...

    When i put FBX fpc to the scene i have not animation and haven't any sounds, I'm new in unity, so what to do?
     
  37. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    Din: seem like you have errors with the models i used. they are not mine. and i cannot do much about that. there are no animations as they are all scripted. I suggest loading the models into cinema4d outside of unity, and save them all as fbx, and then re-add them. that should fix your problems. it has nothing to do with the actual scripts, so if you have models yourself you can swap them with mine. or just use basic cubes. i will try and do what i can for the next release.
    I apologize for any trouble : i am a one man team addressing problems while adding new features lol
     
  38. Din

    Din

    Joined:
    Jan 11, 2011
    Posts:
    146
    Thx for post, but i don't need the models at the moment...
    I was took scripts from your project, and have an error:

    IndexOutOfRangeException: Array index is out of range.
    RayPlayer.CharaSound () (at Assets/Outside Assets/Scripts/FPX/Player/RayPlayer.js:143)
    RayPlayer.Update () (at Assets/Outside Assets/Scripts/FPX/Player/RayPlayer.js:65)

    What to do?
     
  39. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    Din : you must add sounds to the (pain sounds, and char sounds variables). Array index is out of range means array is too long or too short, the pain and char variables are arrays.

    Updates:
    Sniper bobbing implemented ala COD series.
    thank you Rapidz for the suggestion.
     
  40. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    New Web-Player
    January 22, 2011
    ==================
    *Improved Spawner
    *Ally
    *Simple Day/Night
    *Other fixes and updates
     
  41. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    Great, will the project download package be updated ?
     
  42. viral-vector

    viral-vector

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    Apr 12, 2010
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    Yes there will be an update soon
     
  43. KillerSneak

    KillerSneak

    Joined:
    Jan 9, 2011
    Posts:
    38
    great wish i had seen this before I bough the Unity Shooter Engine package! that comes with no support or documentation what so ever either here or on the authors website :(
     
  44. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    Ok, here is me with a bit more serious effort: Exterminator! It takes a while to load. Be patient.

    I realize that there are still a lot of problems with this game.

    One problem that I haven't figured out yet is that the enemies stop chasing you once you enter a vehicle or use a mounted weapon. I want them to chase and attack the Jeep. Another problem is trying to keep the orientation of the enemies so that they don't end up on their backs. I would also like to add the ability to crush enemies when you hit them with the Jeep. The hitpoint regen is too fast and I can't seem to slow it down. I still can't get the Area Damage to work for either the grenades or the gas cans (only one for testing in the game that doesn't do anything but blow itself up). I messed up the sniper scope.

    Hopefully you will enjoy it and hopefully it will inspire others to post their games that they made using these scripts!
     
  45. viral-vector

    viral-vector

    Joined:
    Apr 12, 2010
    Posts:
    248
    * bradjensen68 : Fun Upload!!!
    Current Version of the package has some of your issues addressed (Not yet Available for download).

    * Added Main Menu Script + Added Main menu
    * Improved AI / Ally AI
    * Improved RayIN&Out, and MountedWeapons script
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    I Will Post The Package, and Game Scripts Soon (FPX.zero version 1.5, With main menu, and game scripts)
    The Project is Now in Game Form
    New Web Player Soon On Kongregate!
    * Wave based game
    * Fight The cubes along with you Ally Bots
    * Score based on Kills/Player Health Loss
    * Will Add Power/Ups, etc.
     
  46. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274
    Great! Can't wait.
     
  47. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
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  48. viral-vector

    viral-vector

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    Apr 12, 2010
    Posts:
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    Haha I was actually looking at those a few days ego. They are in C# so it would take some time. I am probably going to rewrite my AI scripts after this release.
     
  49. jediaction1

    jediaction1

    Joined:
    Jan 25, 2011
    Posts:
    8
    its a virua!
     
  50. bradjensen68

    bradjensen68

    Joined:
    Feb 2, 2009
    Posts:
    274