Search found 59 matches

by themars2011
Sat Aug 29, 2020 11:46 am
Forum: Help
Topic: MMFPSE (Team Loadout)
Replies: 7
Views: 1745

Re: MMFPSE (Team Loadout)

i understand, but where is the loadout saved? I would like to make a button that directly sets a default loadout at the start of the match. I would put it before the player is created, in this way the player would be spawn with the already defined loadout. In the version that was active when you as...
by themars2011
Sat Aug 29, 2020 11:45 am
Forum: Need help?
Topic: Friend fire in Team Deathmatch?
Replies: 1
Views: 459

Re: Friend fire in Team Deathmatch?

Well, first off you would have to make them enemies in the "AreWeEnemies" functions in the kit_gmb_teamDeathmatch. that would allow you to kill them, but they would also appear as enemies. I will add friendly fire in an upcoming update, because it is more work than one might think!
by themars2011
Tue Aug 04, 2020 7:35 pm
Forum: Need help?
Topic: help me to setup MarsFPSKit
Replies: 1
Views: 666

Re: help me to setup MarsFPSKit

1. Don't import PUN or PUN Voice before importing the kit. It even looks like you imported the wrong one (V1)
2. Just import the kit. When asked about packages click "skip"
by themars2011
Thu Jul 02, 2020 10:57 pm
Forum: Help
Topic: MMFPSE (Team Loadout)
Replies: 7
Views: 1745

Re: MMFPSE (Team Loadout)

Lot's of ways to do what you need to do, the one I mentioned would leave everything else intact and working, other ways include modifying the loadout etc.

What did you do? It might help someone in the future, if you don't mind sharing your approach :)
by themars2011
Thu Jul 02, 2020 10:56 pm
Forum: Need help?
Topic: Change Trigger for Raycast in Kit_SwimmingTrigger
Replies: 1
Views: 657

Re: Change Trigger for Raycast in Kit_SwimmingTrigger

The issue I see using a raycast is that it won't cover all parts of the player entering water. Like the raycast is just one small ray. What would the raycast even hit? If you already got a collider/trigger that adjusts, the existing system *should* work. If not, I don't really see how a raycast base...
by themars2011
Wed Jun 24, 2020 8:23 pm
Forum: Help
Topic: MMFPSE (Team Loadout)
Replies: 7
Views: 1745

Re: MMFPSE (Team Loadout)

Did you take a look at the gun game script ?
by themars2011
Thu Jun 18, 2020 9:50 pm
Forum: Help
Topic: MMFPSE (Team Loadout)
Replies: 7
Views: 1745

Re: MMFPSE (Team Loadout)

This is actually quite easy, in the game mode there is a bool function called "UsesCustomSpawn", if you are team one, return true, if not, return false. Then you can set a custom loadout in CustomSpawn (look at Kit_GMB_GunGame on how this works).

Hope that helps!
by themars2011
Sat Jun 06, 2020 2:27 pm
Forum: Showcase
Topic: [Unity] The Day
Replies: 2
Views: 1174

Re: [Unity] The Day

I think it's way too bright for a horror game
by themars2011
Tue May 26, 2020 8:54 pm
Forum: Help
Topic: Questions about the MMFPSE Kit
Replies: 11
Views: 3688

Re: Questions about the MMFPSE Kit

Hey, 1) This is possible by setting bullet spread from random to predefined (its a vector3 array). 2) The "Kit_PlayerDamageMultiplier" script allows you to set a multiplier per collider 3) To show damage, you could use the "LocalDamage" function in the Kit_PlayerBehaviour. Check if !shotBot and shot...