Questions about the MMFPSE Kit

Vukky97
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Joined: Sun May 24, 2020 1:19 pm

Re: Questions about the MMFPSE Kit

Post by Vukky97 » Sun May 24, 2020 5:25 pm

Hello it's me again,
Playing around the kit and it works perfect, but I have some question. (just buyed the Low Poly FPS pack and it's integration asset too)

1) I would like to achieve a weapon behaviour like in Counter Strike, so if someone fire with an AK(assault rifle1) the first 1-3 bullet should be more accurate and then the recoil comes and bullets spread over.
I'm not sure how i can do this with Weapon properties: Bullets,Bullet Spread and Recoil.
2) How I can set up "damage zones" on the player model, so for example if you hit the head, it damages more.
3) When my fired bullet hit the other player an X appears, what things should I modify to instead of the X, it show the amount of damage caused.
4) How should I achieve that some weapons are spawn on the map? Like in the Low Poly FPS Pack for MMFPSE Integration YT video, all weapons laying in the map already.

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themars2011
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Re: Questions about the MMFPSE Kit

Post by themars2011 » Tue May 26, 2020 8:54 pm

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 shotId == PhotonNetwork.LocalPlayer.ActorNumber and then show the damage.

4) Theres a Kit_WeaponSpawner script that spawns them. It's also setup in the showcase map.
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