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Declined

Shooting Without Aiming and Other Important Features

Crispy 2 weeks ago in Shooter updated by Marti (Lead Developer) 1 week ago 4

Hip-firing is really common in shooter games. I think we should be allowed to shoot while in the Ease state.

Also, currently if you Stop Aiming while reloading, it will stop the reload animation and go into the Ease state (even with Wait Till Complete on). And the magazine will still be reloaded. However, some people may want this behavior (of course without the magazine still being reloaded) -- for example, while reloading, a common behavior is being able to interrupt it by: Aiming or Shooting. There should be another state that also can interrupt the reload: a melee state. Like mentioned in Discord, a basic melee attack is standard in shooter games.

Summary: be able to shoot during the Ease state, disallow the changing of States while reloading, add a Cancel Reload Action (to allow the changing of States), add a Melee state (simply being able to play a gesture, and having an "On Melee" action list), and allow the Crosshair to be configured for every state (ex. I may or may not want a crosshair during the Ease state or I may want a different crosshair). I don't think these are specific for my case. I think they apply to almost every shooter out there. It's the best solution besides allowing us to configure the FSM ourselves.

Unity version:
Game Creator version:
1.0.4

Answer

Answer
Under review

You can not shoot from an "On Ease" state because only when entering aiming mode you specify how and where you want to shoot. There are many aiming strategies to select from. Check out the latest video tutorial and you'll see that you can add the "Aim Weapon" action right after drawing the weapon. This allows you to skip the On Ease state and jump right into the aiming.

As for the Actions, we will take a look. Might be useful to have that and we'll open a ticket to investigate including it.

I mentioned this in another post, but there should also be "On Ease" and "On Aim" action lists. It would be useful for changing Camera Motors (ex. when aiming, go from Third Person to First Person). I think if possible, every state should have an action list. In fact, if this is the case, then having a "Change Crosshair" Action would be a better solution than what I said before about Crosshairs


Answer
Under review

You can not shoot from an "On Ease" state because only when entering aiming mode you specify how and where you want to shoot. There are many aiming strategies to select from. Check out the latest video tutorial and you'll see that you can add the "Aim Weapon" action right after drawing the weapon. This allows you to skip the On Ease state and jump right into the aiming.

As for the Actions, we will take a look. Might be useful to have that and we'll open a ticket to investigate including it.

There are games using an Adventure Camera where when you shoot from ease state, you shoot in the direction camera is facing. So it would work if you have the "where you want to shoot" on the Shooting state as well.

Aside from that, if you Aim Weapon right away after drawing, how would that work for snipers? There'd be no way to do 360* no scopes (lol). And you know in Call of Duty and Battlefield, they have "steady breathing" which would probably be an additional state. I could think of a bunch of examples but another one would be when an enemy comes around the corner it's much better to hip-fire rather than aiming down sights then shooting, especially for shotguns.


There are just too many restrictions.

Declined

As I said, you need to enter the Aiming state in order for the character to know where to shoot. For the Snipers, the Ease state allows you to move around with the weapon at hand. The Aiming state is just for aiming, so we see no problem here. You could bind another button using a Trigger to handle zooming in and out.

Steady breathing is also possible using the Shake Sustain Action. Simply bind a Trigger to a button that allows you to hold your breath (aka diminish the sustained shakiness of the camera).

Shooting around corners is even easier. You just need an additional animation clip of the player peeking to either left or right and make the camera's anchor offset increase its X value by a certain amount. This will pan the camera a bit on the sides.

As you can see, the Shooter module is quite flexible and accommodates for many cases. We can't create a system that fits all user's needs out of the box. That's why we provide you with the tools so you can customize it to whatever you want to do.