Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

Search the Community

Showing results for tags 'shooting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GENERAL
    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
  • RESOURCES
    • unity3D | Example Projects
    • unity3D | Scripts
    • unity3D | Shaders
    • unity3D | Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
  • FREE FPS PROJECT
    • FPSKit Download
    • FPSKit Modifications/Tutorials
    • FPSKit WIP/Showcase
    • Discussions / Bug reports
  • SELL | REQUEST
    • Sell
    • Request
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials
  • Busy People's Introductions
  • Photon's Tutorials
  • Photon's Photon General
  • Photon's Showcase

Categories

  • Free Projects
  • Free Assets
  • Game Demos
  • Photon's Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


YouTube URL


Facebook URL


Twitter URL


IndieGoGo URL


Kickstarter URL


IndieDB URL


GreenLight URL


Location:


Interests

Found 12 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. Hi all, I have a simple question. Normally when you make fps animations for raycast based shooting you create the next set of animations - (draw, idle, shoot, reload, etc). You do the shoot animation also because the shooting and spread is handled with raycast, but what to do if shooting is projectile based and the to make spread you move the gun it self not the ray position ? If I will do it in animation my bullet will follow the animations position which I don't want because my spreading is handled in the code where I manually rotate the gun and move. So how to go with it ? Do I have to create only trigger pull and sliding for shooting animation without the moving the gun itself? Any suggestions plz im stuck
  3. DarkC0der

    Flexible Weapon Reloading Logic

    Hi everyone, I am stuck with a problem or better say if my approach will be good or not. So I am developing an fps shooter (learning to create ). I have got a component based weapon system inspired by Mick Boere https://mickboereportfolio.com/dynamic-weapon-system/. Now I'm adding a reloading component to my system and want to make it so that it fits any weapon type for example if you have a normal assault rifle it would just reload whole magazine, if you have shotgun then you reload one by one every shell like in counter strike. So what my thinking is to create an enum which will hold ReloadType { Magazine, Shotgun }. And inside reload function check the type and do calculation based off that. My question is it good approach or is there more flexible (better) way of achieving this ? Thanx P.S sry for my broke english .
  4. AshwinTheGammer

    How to rotate the target of shooting range.

    I want to rotate the target from 0 to 180 when it health becomes 0 and after 5 seconds back to 0. I tried taking hints from Armed unity kits but it didn't help me. Below is code. public float CurrentHealth; public float max health = 100; Void Start () { CurrentHealth = maxhealth; } Public void killer (float damage) { CurrentHealth -= damage; If(CurrentHealth == 0) //rotate the target to 0 to 180 } yield return new WaitForSeconds(5f) ; StartCorotouine (down()); IENumerator down () { // back to 0 rotation }
  5. andrijaalp

    Noveske NSR Assault Rifle

    Here is my latest model i made, i just want to hear your feedback. https://www.artstation.com/artwork/34nrY
  6. trollnonimo14

    Basic Raycast Gun C#

    Here are two scripts that i recently made, they are really basic so the gun can´t reload and it does have not a mag, but anyway, i wanted to share them to the forum Shooting.cs using UnityEngine; using System.Collections; public class Shooting : MonoBehaviour { private RaycastHit hit; AudioSource audiosource; public AudioClip shoot; void Awake () { audiosource = GetComponent<AudioSource>(); } void Update () { if (Input.GetMouseButtonDown (0)) { bang(); audiosource.PlayOneShot(shoot, 0.7f); } } void bang() { Vector3 myTransform = transform.transform.forward; Physics.Raycast (transform.position, myTransform, out hit, 50); if ((Physics.Raycast (transform.position, myTransform, out hit, 50)) && (hit.collider.gameObject.tag == ("enemy"))) { hit.collider.SendMessageUpwards("DoDamage"); print ("hit"); } } } EnemyHealth.cs using UnityEngine; using System.Collections; public class EnemyHealth : MonoBehaviour { public float EnemyHealthVar = 100; void Update () { if (EnemyHealthVar <= 0) { Debug.Log("ded"); Destroy(gameObject); } } public void DoDamage() { EnemyHealthVar -= 50; } } As im a begginer, please tell me if there is any error or anything that can be improved
  7. *************** Get it On Google play and don't Forget to Rate, Review and Share it !! Play your role as an ultimate ranger sniper shooter. Aim and shoot to perform lethal strikes in furious combat, Kill them all for an honor. The best 3d sniper game for Android with real graphics and action. Hunt down the terrorists in dangerous raids and silent assassins. Eliminate all the contract killers and hired criminals at street level assassins, secure the base, give cover to your commandos,make safe passage for supply trucks or take out the single high-profile target equipped with modern weapons and surrounded by well trained marksmen with heavy machine guns, sniper rifles and assault rifles. Take on over different campaigns with unique goals and difficulty without compromising your identity, Use your tactical skills to compete with enemies, take them out with head shot or blow up the whole base in sniper assassin war. Highly upgrade-able weapons available, Choose your arms according to the mission wisely. Add different scopes, muzzles and clips to increase stability, damage rate and fire rate for a stunning shot. Use your cover as advantage to kill the enemies hidden in crowd and be a master of the arena. -- FEATURES -- ☆ Modern lethal weapons ☆ Thrilling missions with challenging targets ☆ Realistic vivid hd graphics with slow motion replays ☆ Addicting game play with quality sounds ☆ Easy controls ☆ No internet required ☆ Shop to buy new virtual goods ☆ Challenge your friends on Facebook and Google+ ☆ Universal app with optimized graphics and sound for tablets and phones Download the best 3d sniper game among all shooting and action games for free now and don't miss the amazing fun!! -- DOWNLOAD LINK -- https://play.google.com/store/apps/details?id=com.kwick.ranger.commando.combat.sniper.shooting.free -- FOLLOW US -- https://www.facebook.com/kwickgames/?fref=ts https://twitter.com/KwickG
  8. asimajk1

    Instantiate Prefab Items as bullet

    I am making 2d game of cannon shooting.I take fruit item as a bullet.I make GUI in which different fruit items are present i.e. Apple ,Water melon , orange etc. I want to map each gui image to a prefab of the actual item so when the player , for example, clicks the apple then the apple prefab is instantiated as the bullet. This is my current script .... using UnityEngine; using System.Collections; public class TurretController : MonoBehaviour { private Vector3 mouse_pos; private Vector3 object_pos; private float angle; private float bulletSpeed = 450; public GameObject[] ammo; // Array of enemy prefabs. // Use this for initialization void Start () { } void Update(){ } void FixedUpdate () { // Point the cannon at the mouse. mouse_pos = Input.mousePosition; mouse_pos.z = 0.0f; //object_pos = Camera.main.WorldToScreenPoint(transform.position); mouse_pos.x = mouse_pos.x - object_pos.x; mouse_pos.y = mouse_pos.y - object_pos.y; angle = Mathf.Atan2(mouse_pos.y, mouse_pos.x) * Mathf.Rad2Deg - 20; Vector3 rotationVector = new Vector3 (0, 0, angle); transform.rotation = Quaternion.Euler(rotationVector); // Fire a bullet. if(Input.GetMouseButtonDown(0)){ int ammoIndex = 0; GameObject bullet = (GameObject)Instantiate(ammo[ammoIndex], transform.position, transform.rotation); bullet.transform.LookAt(mouse_pos); bullet.rigidbody2D.AddForce(bullet.transform.forward * bulletSpeed); } } }
  9. Hey guys my friend asked me to get a bigger audience for her youtube channel so that people would request ideas more often (she's out of ideas!). So heres the link (https://www.youtube.com/channel/UCa8Me8O7-zl7VLHxfBmyeEA), currently there is free kits for shooting, swimming, and punching. Please help a sister out and subscribe to her channel or add her on steam (TwixiePlox_) and play some CS:GO with her(silver alert ). Have a nice day. https://www.youtube.com/channel/UCa8Me8O7-zl7VLHxfBmyeEA
  10. Heyy Guys, Just a little question. I'm making a Mobile Game for a project (I.T.) at school, and Well I just wounding, does anyone have an Idea how to shoot Items Up? Somethink like fruit ninja and then they fall down.? Can someone link me to a place or give me a little guide on how to do this? Thank you. Caleb!.
  11. gabemax15

    revolutionary fps game

    hello every one i have been thinking a long time i've made this revolutionary multiplayer fps game idea but i need help because I just have the idea so what i need is - Master coders ( knows multiplayer codeing) - Master texture artists (I need HD textures) - sound fx - Master animators not paying NOW, this game will be sold and the revenue will be split evenly if interested comment bellow and add me on skype skype - latinointheloft
  12. KillerScript

    ! Mindstorm Games Production !

    Mindstorm Games Delelopment! Facebook Platforms: Windows - PC General Info: A FPS (First Person Shooter) mulitiplayer game. we are working on it since July of 2012. Multiplayer: Gametypes: Team Deathmatch . Free For Everybody. Flag Catching . 2 Bases (with headshot mode) . Bomb Mod . Maps: 4 for now, We will add more by the time, in the next UPDATES. More Details: MORE THAN 40 WEAPONS ! Apply to join the team 3D Modeller x1 Map Maker (that helps with modelling them) x1 Designer/Graphics x1 Contact If you are intrested , contact US! Skype: killerscript Email : Mindstormproduct@gmail.com Pictures Follow Us! Facebook
×