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Questions about the MMFPSE Kit

Posted: Mon Apr 20, 2020 3:22 pm
by Bonaparte
Hi,

I am interested in customising the MMFPSE, but I unfortunately lack any serious programming skills.
So my question is, can I have two different kinds of "player" presets in the game? My idea is to make human team vs one supernatural player character, so I would have to have two different player setups at least...

Thanks in advance.

Re: Help

Posted: Mon Apr 20, 2020 3:33 pm
by themars2011
It will be hard to use the kit without any programming skills, it was kind of designed as a base for programming your own game, because making the core fps mechanics is very tedious.

Anyway, at the moment the only difference between teams can be in player models. Soon, a new loadout menu will be added which will allow for teams to have different weapons, I think that's what you mean.

Different stats for movements and that can be implemented on a team basis or even on a per-character basis but currently is not implemented.

Re: Help

Posted: Mon Apr 20, 2020 3:48 pm
by Bonaparte
I am aiming to learn programming as I proceed with the project.

Well yes, I meant that the other team would have to be just one player, and the player should have supernatural movement skills compared to the regular players.

How difficult do you think it would be to customize this feature?

So, simplified:

Team 1:
-Regular soldiers
-Use weapons

Team 2:
-Just one player
-Uses melee only
-Superior movement abilities

Re: Help

Posted: Mon Apr 20, 2020 3:52 pm
by themars2011
Bonaparte wrote:
Mon Apr 20, 2020 3:48 pm
I am aiming to learn programming as I proceed with the project.

Well yes, I meant that the other team would have to be just one player, and the player should have supernatural movement skills compared to the regular players.

How difficult do you think it would be to customize this feature?

So, simplified:

Team 1:
-Regular soldiers
-Use weapons

Team 2:
-Just one player
-Uses melee only
-Superior movement abilities
It's not really that difficult to implement with a little knowledge. The modules would need to be moved elsewhere and you would access the module (e.g movement) based on the team.

Re: Help

Posted: Mon Apr 20, 2020 5:42 pm
by Vukky
Firstly, the MMFPSE is looking awesome, definietly will buy it in the SpringSale, however I saw, that you released a game with it, Vengeance which is looking very badass too.
My Question is, how you solve, to prevent cheating/hacking in it?
Because Unity is very hackable and Photon Pun2 is fully client side too.
I fear that i couldn't make a MiniRoyale2 like game with PUN and Unity, without cheaters occupy it.
Thank you if you read it, can't wait for your answer.

Re: Help

Posted: Mon Apr 20, 2020 6:38 pm
by themars2011
Vukky wrote:
Mon Apr 20, 2020 5:42 pm
Firstly, the MMFPSE is looking awesome, definietly will buy it in the SpringSale, however I saw, that you released a game with it, Vengeance which is looking very badass too.
My Question is, how you solve, to prevent cheating/hacking in it?
Because Unity is very hackable and Photon Pun2 is fully client side too.
I fear that i couldn't make a MiniRoyale2 like game with PUN and Unity, without cheaters occupy it.
Thank you if you read it, can't wait for your answer.
Thank you! In order to at least make it harder to cheat we use assets like Obfuscator and Anti Cheat Toolkit. It should be enough to keep script kiddies from hacking your game but it's no full out blown protection.
I recently heard about another asset that will protect your assets from being decompiled but I don't have it myself. It's called Asset Protection.

Re: Questions about the MMFPSE Kit

Posted: Mon Apr 20, 2020 11:36 pm
by Vukky
Thank you so much for the fast reply, I was hope you do some tricky server side authoritative thing, but these can be a good starting point to me.

Re: Questions about the MMFPSE Kit

Posted: Tue Apr 21, 2020 10:14 am
by themars2011
Vukky wrote:
Mon Apr 20, 2020 11:36 pm
Thank you so much for the fast reply, I was hope you do some tricky server side authoritative thing, but these can be a good starting point to me.
Authorative servers are the best protection available. Unfortunately, with PUN, we cannot execute code on the server side. However, I will be creating another kit (Counter Strike Kit is what I call it) with Photon Bolt that will be fully authorative.

Re: Questions about the MMFPSE Kit

Posted: Tue Apr 21, 2020 2:47 pm
by Vukky
This is amazing!
I search for days how to make competetive FPS in Unity with auth server backend, fairly easy, or at least documented, and dont find a lot about it.
A lot of people will buy it, if you do it. :)
Moreover, you plan to do it with the DedicatedServer way?

Re: Questions about the MMFPSE Kit

Posted: Tue Apr 21, 2020 6:21 pm
by themars2011
Vukky wrote:
Tue Apr 21, 2020 2:47 pm
This is amazing!
I search for days how to make competetive FPS in Unity with auth server backend, fairly easy, or at least documented, and dont find a lot about it.
A lot of people will buy it, if you do it. :)
Moreover, you plan to do it with the DedicatedServer way?
It will support both dedicated and listen servers! Bolt can do both and I plan to make it easy to use both in my new kit.
Btw to anyone reading: The new kit is currently a plan and will come out later 2020 hopefully. It will most likely be a bit cheaper than MMFPSE (because it will have less features, I want to create a CS clone essentially). MMFPSE will still receive support, updates and addons!