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Sad, no Black Friday for modules like Shooter
Very sad and crying as I had to spend lots of money on other stuff on sale.
Still bought it anyway, also with photon. I will get back here soon to tell you what I think.
I'm running into an issue with the Shooter module related to equipping the bow with Synty Polygon characters. There's a strange twisting motion in the torso happening. With some characters the bow is not visible. I've tried the Pirate and Modular Fantasy Hero assets. Any help or guidance would be appreciated.
Side note, thanks so much for your hard work in developing Game Creator and the modules. It's helped me to jump miles ahead in my game development progress.
Hello, how to make a shoots like M16? Shooting from a gun is leftmouse once pressed action. And I want to hold left mouse button and make a burst shot.
We're glad you're asking this, since it was a bit more complex to set up, but with the latest Game Creator version, it's piece of cake.
You know that you use the Trigger "On Mouse Down" to detect when the Left Mouse is pressed in order to shoot a single bullet, right? Instead of using "On Mouse Down", change the Trigger to "While Mouse Down". This will constantly execute the Action associated as long as you press the mouse button. Thanks to the Weapon's Fire-Rate property, the gun won't be shooting more bullets that it's intended to.
It was added on the last update, so if there's anything wrong, feel free to reopen this ticket :-)
hello, can you show some example how to fire from aiming state and then zoom weapon and fire through the fly of the weapon?
I've created a new topic from your question. Please make sure to create separate topics for each questions. This will help us keep things organized.
Regarding your question, it's quite easy! For example, imagine you want to zoom in using the O key and zoom out using the L key (you can later customize these with the keys you want). All you need to do is change the Field of View of the camera to simulate the zoom in/out.
To do so, simply create a Trigger On Key Down with the O option selected. Make it call the Action "Camera FOV". FOV means Field of View.
The default Field of View is 60. Changing it to 30 means it will squeeze the scene elements to fit inside your frustum. This means that everything appears closer, but you loose the sense of depth. This is exactly how lenses work.
So to zoom in, use the Action Camera FOV with a value of 30, and to zoom out, a value of 60. Hope this helps!
Hi developers, you are geniuses! Thank you for the wonderful product, but I have one question. The situation is this: I created another slot for weapons. And that, I have the first slot for the machine gun, the second slot for the pistol. Wearable weapons without any problems. But then I posed the question of a quick change of weapons on the buttons 1,2,3, etc. .... How do I let GC understand what I want from it? And I want that when you click on the number 1 - get the weapon from the first slot, and by clicking on the number 2 - get from the second slot. Can you help? If this functionality is not yet available, tell me when to expect a new version of Inventory or Shooter with this functionality?
Hello, guys, I have some difficulties with weapon position in hand like in your video example. I cannot activate aiming state to rotate my new weapon like i want. My third person player in idle state and weapon rotation is not very comfortable.Sorry for my bed english, I’m from Ukraine
After giving up on FPS arms, I tried using just the gun model as the Character model. I added an animator component to the gun, and made some simple animations. However, it still doesn't work, because the main issue is that the gun has to be instantiated during runtime. So currently I'm stuck on how am I supposed to animate the gun. AFAIK, the Animator and Muzzle components have to be together in one instance.
This was resolved in Discord. The solution is to put a custom Animator Controller in the Animator field of the Muzzle component. Then use Triggers to call those animations.
Could you let us set the strength of the stabilization?
In the latest Shooter module version we removed part of the stabilization algorithm. The reason is that some 3D models from the store have strange rotations on their hips that cause the characters to rotate in very grotesque positions in order to compensate those. We'll get back when we have more on this.
1) The farther away the target is, the less damage the Raycast does.
2) When shooting through multiple enemies, the first enemy the Raycast hits takes full damage, the second takes less damage, and so on.
3) Can define objects that the Raycast can penetrate, and can define their thickness. Damage decreases depending on thickness. This system ties in with 2)
We intent to update the Shooter module to support different effects on different limbs. However, because Characters have a big capsule surrounding them, we can't detect each limb correctly. However, we'll be addressing this once we rebuild the Ragdoll system.
Right now, the ragdoll system estimates the shape of each bone based on the bounding box of the skeleton of the character. This heuristic doesn't always work and sometimes will make characters have a very big head. We want to use this estimation in Editor-time instead of runtime, so you can tweak these values to fit perfectly your characters.
Once we have this, we'll be reusing these colliders to also detect where shots are taken (headshot, arm shots, leg shots, etc...).
As for layered shots, it's a good idea. It can be done using Global Variables, but might be a bit cumbersome. We'll take note.
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