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Found 12 results

  1. Johannes


    A Throwback to the roots of classic first person shooting Think back to a time when military shooters were so dominant and important in your gaming schedule, what made them so good? It's simple, They were fun! No boats, tanks or jets to do your work for you - keep those boots on the ground! You are a soldier, you have your guns, your body and most vitally your mettle! Head out, Grunt! With a distinctly historical arsenal made available to you, you can choose to play any way you want. A selection of the weaponry also contains attachments that were either in use on the field or being tested at the time, giving you lots of options! Unlock more guns as you progress through the ranks to become the ultimate foot-soldier! Come sun, rain or snow in darkness or light, war will rage on! What's the forecast? You choose! You can play in clear, rainy or snowy settings in Grunt1914. These selections have a distinct effect on the maps you choose to fight on, as the visibility and controls adapt to the weather cycle at play! As the fog fills the air and the snow piles will you be able to hold your nerve and take that perfect shot? Time will tell! The Axis vs the Allies, blood will flow! It's the classic story as we've heard it told many times before, the story of brutality and fear, yet also victory and brave hearts! You can play as either a soldier from the Axis alignment, or the Allies confederation. Take up arms in Deathmatch, Team Deathmatch and Gun-Game modes as you rush to be proclaimed the victor above all others! Bordered arenas with tons of tricks and turns Do not desert the battle soldier! Grunt1914 features eight distinct and robust maps to explore and seek triumph in! These are all based on real life locations from novel and peculiar theaters of war of that historical time. Each map features certain unique traits and areas to uncover and unravel, as you make your way through deserts, forests, tombs, military bases, underground hospitals, towns and many more rare areas! Skill above all else There are no power-ups or buffs to help you here, no powers or special treatments to be had. Only one thing matters in Grunt1914, your tactics! How you react and the way you play will decide your fate! There are no vehicles or mounts to save you! Your skill is all you have here! Are you a sniper that favorites long range kills, are you a run and gun heavy grunt or are you sneaky silencer type? You can be any class you want, as long as you can survive! The nostalgia of a classic interface Brave the harsh battlefields and arenas with a compass and map in hand, use those senses to locate enemies on the field! All of these are neatly laid out and visible to you at all times, exactly when and where you will need them! Use these tools to your advantage to turn the tide and become the victor when all seems lost! About the developer Aligned Games© was started by me, Johannes Christiaan Nienaber in 2013 as a video-game development studio. At that time I focused on the creation of smaller scale games, but have since moved into developing bigger and better games. I run the studio myself and as such all of its associated video-game are my sole creations. Grunt1914 is my first foray into the PC gaming market. Please contact me through the studio's website if you have any queries or questions, you can do so at - https://alignedgames.com/ Other social links : Steam : https://store.steampowered.com/app/1059040 Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Concept art : Screenshots :
  2. Ah yes, a brand new project. For like the 5th time. I bet I could make an awesome game, that is if my ADHD brain could stick with it for 1 month. Nevertheless, I think this project has potential and therefore am continuing to stick with it. It's a third person shooter. Not much else to it. Don't really have an idea for a storyline or anything, but so far I think development is going well. Anyways I captured a little video with Windows 10's built-in game recorder and used Snipping tool for couple pics. So here it is. Hope you like! Video: Screenies: https://imgur.com/gallery/Bujf1o3
  3. 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.)
  4. 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.
  5. 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.
  6. Here is a kit that i found, it looks like really intesting https://www.youtube.com/watch?v=tkQO0XawW2g
  7. 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
  8. 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?
  9. 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
  10. 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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