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Found 10 results

  1. Johannes

    Grunt1914

    Introduction Hi, I'm Johannes Nienaber, the developer for Grunt1914. I have developed this title over the course of the last three years. In that time there has been a lot of changes and decisions toward the game and its development. At first the game was meant to have a faster development cycle but the project grew over time and became much larger than originally anticipated. Right now the game is using @themars2011's FPS MP kit for functionality but this is being heavily modified by one of our programmers. Gameplay Grunt1914 will be a very unique experience game-play wise. In some ways it features arcade style game-play themes, and in other ways it feels like a military simulation. The plan is to find the perfect balance between the two. I want the game to feel serious but fun. To show my point, there will be a mini-map and onscreen interface to add to the arcade themes yet there are also some strong simulation parts such as the weapons statistics and feel being based on their real life counterparts and a realistic movement system. These are examples of how the two styles are blended to get the feel that I want to apply. The main focus for me is fun. The game must be enjoyable to play and easily accessible. Progression The game will offer player progression in the form of military ranks based on the ranks that were used in between 1914 - 1918. As the player progresses through the ranks he/she will unlock new weapons and attachments at each new level. This gives the game a sense of achievement and will keep you coming back for more! Things that will be unlock-able will range from scopes, sights, muzzles, stands, silencers, handles, explosives, gas bombs, melee weapons and guns. Points are earned for each kill or objective that the player achieves. Nations The game will initially feature four factions. They are : - The Americans. - The British. - The Germans. - The Ottomans. These were all nations that played vital roles in the happening of the great war. Each round will have a Faction selection at the start. You can choose to either join the allies or the central powers, you will be granted a random character for the match from one of the four nations based on their faction association. Currently each nation has 2 characters that represent it. If you choose to play as the Allies for example you might get either an American or British soldier to play with for that round. As such there are eight playable characters currently. Maps Convoy District Fortitude Tutelage Turmoil Solitude Dugout Passage Conceptualization The title has had a lengthy conceptualization and prototyping phase, as such there have been many changes to various factors within the framework of the title. So far things that have changed completely from what was imagined at the inception are things like the style, theme, many of the maps, some weapons and even many attachments. Its natural for a game to change and evolve during the development cycle, Grunt1914 has seen a great deal of this. Below are some of the more recent concept art pieces created for the title. These show a clear and cohesive style and theme and were used within and for the development of the visual style of the game. Game Modes The game will feature numerous game modes. - Deathmatch - Team Deathmatch - Domination - Gungame - Capture the Flag Each game mode brings a unique feel and theme to Grunt1914. Depending on game modes rounds may last longer or shorter and the weather and time of day selection will also have vital effect on each game mode. Match Choices Grunt 1914 will not use matchmaking, it will instead revert to the old ways of finding a server and playing on it or simply setting up a server for you and your friends. The game uses cloud based server hosting through Photon and as such delivers high quality, low latency network connections. The game will have a feature that very few games have currently - in depth match choices. You will be able to set up a variety of filters for your server such as ping limits, afk limits, death timers and many more such choices. These all greatly impact the feel and style of the match you host. You will be able to select the weather and time of day for each map released in the initial version and to come in future updates. If you want the match to be on a big open map at night time with snow falling - i.e. a low visibility scenario, you can do that! If you want the map to be a small enclosed map with clear conditions and sunshine in the daytime, its up to you! This presents the host with a unique opportunity to host the match they want to play! Weapons A very important part of any shooter game is naturally the weapons. Grunt1914 aims to deliver a huge arsenal of very unique and impressive weapons to to their real life counterparts. Variety is vital! There will be a great selection of rifles, machine guns, semiautomatic machine guns, grenade launchers, shotguns, pistols, explosives, and even melee weapons! There will be over 30 weapons to use to great effect in the game! Each gun is designed to be physically and visually as close to its real life counterpart as possible. The real life statistics are recorded and implemented into game-play. These are things such as rounds per minute, velocity, muzzle flash size, range, damage, impact, recoil and so forth. Not all statistics are implemented 100% as some of them needs a bit of balancing and polishing to feel good and realistic in the game. Gunplay is naturally one the most important things in any first person shooter and Grunt1914 aims to get it right! Attachments The game will have a large variety of attachments available for the player to unlock and make use of. Things will range from scopes, sights, muzzles, stands, silencers, handles, magazine extensions, torches and many others! These will greatly enhance the game and the possibilities for each player in the match. Grunt1914 stands out in this department, its not the first game to make use of attachments but the way that it does is very unique and exiting! Many of the attachments that will be featured in the game have never featured in a video-game. This is because for many military tools and weapons WW1 was the inception of those assets. Some attachments will be marked "experimental", these were tested in WW1 and will be use-able in the game. Follow the game Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Discord : https://discord.gg/Tc5b7D9 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Videos
  2. TRCGamez

    Regular Gun Script

    Hello! This is my first post ever! I just wanted to share a simple gun script that uses C#. Probably the best script for beginners! There are two scripts, one for the gun, and one for the enemies to shoot at! Hope u like it! 1st script: using UnityEngine; public class Gun : MonoBehaviour { public float damage = 25f; public float range = 100f; public Camera fpsCam; public ParticleSystem muzzleFlash; // Update is called once per frame void Update () { if (Input.GetButtonDown("Fire1")) { Shoot(); } } void Shoot () { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent<Target>(); if (target != null) { target.TakeDamage(damage); } } } } 2nd Script (Target Script) using UnityEngine; public class Target : MonoBehaviour { public float health = 50f; //what makes the damage work public void TakeDamage (float amount) { health -= amount; if (health <= 0f) { Die(); } } void Die () { Destroy(gameObject); } } There u go! those are all of the scripts! (Credit to brackeys for them.)
  3. Hi there! I am making a little fun game and i made a simple shoot and reload script for the game, so i wanted to share the script INSTRUCTIONS: 1). Create a C# script and call it PlayerShoot. 2). Remove everything in the script, and copy one of the scripts below(There's a Rigidbody and Raycast version) and paste it in the C# script you made. 3). Attach the script to the player. Rigidbody Version: Raycast Version: I have tested it, and it works fine You can attach the PlayerShoot script to the player. Remember the projectile has to have a rigidbody component or else it will throw a error(This is only if you use the Rigidbody version). If you have questions then ask EDIT1: I made some improvements. Added support for shoot and reload animation. Added a GUI label to show the ammo on the top left corner. Now you can't shoot while reloading. I think there's more but i can't remember. And you don't have to use animations, it's okay if you just leave it empty, btw the GameObject variable named "weapon" is only for the animations. So if you want to use animations you have to attach the GameObject that has the shoot and reload animation to the weapon variable ^^ Hope you enjoy, and you can always come with suggestions, like on what i could add more. EDIT2: Added a raycast version now Rigidbody Version Damage: 1). Make a seperate script and attach it to the projectile. 2). Open the script and do a OnCollisionEnter and check if the collision is the enemy or something and if it is then substract they health or anything else. Raycast Version Damage: 1). Find the DoDamage method(function) in script. 2). Replace what's in the DoDamage to what you like.
  4. KingKraft

    Need A JS Gun Script

    I Need A Gun Script That I Can Modify For A Pistol, Assault Rifle, Sniper Rifle, Lmg, Smg, Etc; PM Me Here Or Respond To The Topic, Thanks.
  5. trollnonimo14

    3rd person FPS kit

    Here is a kit that i found, it looks like really intesting https://www.youtube.com/watch?v=tkQO0XawW2g
  6. chapaeff

    Shoot Script

    ENG This is a simple shoot script Animations required: fire reload RUS Простой скрипт стрельбы Требуются анимации: fire reload var Model : Animation; //модель с анимациями var range = 100.0; var fireRate = 0.05; //задержка между вылетом пуль var force = 100.0; // ускорение пули var damage = 5.0; // урон он нее var bulletsPerClip = 17; //пулей в магазине var clips = 2; // Магазинов var reloadTime = 0.7; // время перезарядки var accuracy = 1; // разброс var currentMode = fireMode.semi; //режим стрельбы (Одиночный/авто) var ShootKey : KeyCode; // кнопка стрельбы var ReloadKey : KeyCode; // кнопка перезарядки var soundFire : AudioClip; var soundReload : AudioClip; var soundEmpty : AudioClip; var bulletHolePrefab : GameObject; var bulletHolePrefabWall : GameObject; var bulletHolePrefabBlood : GameObject; var bulletHoleMetal : GameObject; var layerMask : LayerMask; var muzzleFlash : Renderer; enum fireMode { none, semi, auto} private var bulletsLeft : int = 0; private var allBullets; private var nextFireTime = 0.0; private var mainCamera; private var sound : AudioSource; private var reload : boolean; //var Crosshair : CrossHair; var guiStyle : GUISkin; var hud : Texture; var gunName : String; function Start () { bulletsLeft = bulletsPerClip; allBullets = clips*bulletsPerClip; mainCamera = GameObject.FindWithTag("Main Camera"); sound = gameObject.transform.parent.audio; muzzleFlash.enabled = false; } function Update() { //если не идет перезарядка, то можно стрелять и перезаряжать, иначе нельзя стрелять и перезаряжать пока перезарядка не пройдет. if (reload==false) { if (Input.GetKeyDown(ReloadKey)){ Reload(); } if (Input.GetKeyDown(ShootKey)){ if (bulletsLeft >0) { if (currentMode == fireMode.semi) { Fire(); } } else { sound.PlayOneShot(soundEmpty); } } if (Input.GetKey(ShootKey)){ if (currentMode == fireMode.auto) { Fire(); } } } } function Fire () { if (Time.time - fireRate > nextFireTime) nextFireTime = Time.time - Time.deltaTime; // Keep firing until we used up the fire time while( nextFireTime < Time.time && bulletsLeft != 0) { FireOneShot(); nextFireTime += fireRate; } } function FireOneShot () { //var direction = transform.TransformDirection(Vector3.forward); var direction = transform.TransformDirection(Vector3(Random.Range(-0.01, 0.01) * accuracy, Random.Range(-0.01, 0.01) * accuracy,1)); var hit : RaycastHit; Debug.DrawLine(mainCamera.transform.position,direction*range,Color.red); //для отладки // Проверяем попала ли куда-нибудь пуля if (Physics.Raycast (mainCamera.transform.position, direction, hit, range,layerMask.value)) { var rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); // если пуля попадает в физический объект то двигаем его if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(force * direction, hit.point); // если пуля попала в объект "Untagged" то сделать на нем дырку и приклеить ее к объекту if (hit.transform.tag == "Untagged") { var bulletHole : GameObject = Instantiate (bulletHolePrefab, hit.point, rotation); bulletHole.transform.parent = hit.transform; hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); } if (hit.transform.tag == "Concrete") { var bulletHoleWall : GameObject = Instantiate (bulletHolePrefabWall, hit.point, rotation); bulletHoleWall.transform.parent = hit.transform; hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); } if (hit.transform.tag == "Enemy") { var bulletHoleBlood : GameObject = Instantiate (bulletHolePrefabBlood, hit.point, rotation); bulletHoleBlood.transform.parent = hit.transform; hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); } if (hit.transform.tag == "Metal") { var bulletHoleMetal : GameObject = Instantiate (bulletHoleMetal, hit.point, rotation); bulletHoleMetal.transform.parent = hit.transform; hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); } } sound.PlayOneShot(soundFire); Model.animation.Rewind("fire"); Model.animation.CrossFade("fire"); bulletsLeft--; StartCoroutine(ShowMuzzleFlash()); } // перезарядка function Reload () { if (allBullets >0 && bulletsLeft != bulletsPerClip) { if (allBullets > bulletsPerClip) { //Crosshair.EnableCrosshair = false; reload = true; sound.PlayOneShot(soundReload); Model.animation.CrossFade("reload"); yield WaitForSeconds(reloadTime); allBullets-= bulletsPerClip-bulletsLeft; bulletsLeft =bulletsPerClip; reload = false; //Crosshair.EnableCrosshair = true; } else { reload = true; sound.PlayOneShot(soundReload); yield WaitForSeconds(reloadTime); var bullet = Mathf.Clamp(bulletsPerClip,allBullets,bulletsLeft+allBullets); allBullets -= (bullet-bulletsLeft); bulletsLeft = bullet; reload = false; } } } // показать вспышку от выстрела function ShowMuzzleFlash () { muzzleFlash.transform.localRotation *= Quaternion.Euler(0, 0, Random.Range(-360, 360)); //muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true; yield WaitForSeconds(0.05f); muzzleFlash.enabled = false; } function OnGUI() { GUI.skin = guiStyle; GUI.Label(new Rect(Screen.width - 120,Screen.height - 80,200,50)," " + gunName + " : " + bulletsLeft + " / " + allBullets); } MY FIRST POST
  7. jag9980

    if else problem?

    var ammo : int; var player : GameObject; enum status { idle,running,shooting,aiming,reloading,walking } var FireRate : float = 1; var NextFire : float = 1; var state = status.idle; function Update () { if(curammo > 0){ if (Input.GetMouseButton(0) && Time.time > NextFire) { state = state.shooting; NextFire = Time.time + FireRate; } else state = state.idle; } if(state == state.idle){ animation.Play("Idle"); } if(state == state.shooting){ animation.Play("Single_Shot"); } } so when i use this code, the state "shoot" never occurs... if i remove the "else state = state.idle;" .. the shoot state keeps on looping.. how could i stop the shooting state from looping?
  8. william9518

    Societatem: FPS Multiplayer Game

    Hey there! I have started a new Indie FPS Multiplayer game called Societatem. Updates can be found on my channel at: https://www.youtube.com/user/RedCrusaderGames All game devs who want to join are welcome xD - RedCrusaderGames
  9. Hello, I'm trying to make zombie infection game, and i don't know how to make that when zombie knifes the player he will turn into a zombie too. Thanks (Sorry for my bad English)
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