WIP: FPS
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Finally picked this one up again... and it's going pretty well

Sticks=Move/aim
A button=Jump
RT=Fire
LT=Zoom(C&C welcome)
Technical stuff:
-Movement through setVelocity, and push for jump; this makes it ultra-responsive to controls
-Weapons fire uses SU's raytest, so 'bullets' instantly reach the target. There's also some randomization to the aim, which is reduced when zoomed
-Round impact effects are created through use of a slightly modified version of the stable particleFX system. Rounds will pass through the FX created. Objects move when hit, using setVelocity.
-Not counting the gun and muzzle flash, there purely for show, the rig is only 4 objects, but, really, it should be just 3! This is partly thanks to the single-object camera system.
-I know I'm probably annoying people by not including keyboard support, but it's low on my priorities. Check out Phy's system at http://forums.sketchucation.com/viewtopic.php?f=61&t=19332 if you're feeling impatient
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@unknownuser said:
I know I'm probably annoying people by not including keyboard support
owwwwww, i can see the point but it realy annoys me, since i dont have an xbox controler i cant use it. but then if there are other stuff that needs doing then fair enough. im considering making a fps game using keyboard support but i ail at then

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I had a version with keyboard support, but now I'm working out the kinks in stuff I've added... i.e, it's broken

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Okay, should be all fixed. Now with keyboard controls, switchable weapons (added a Semi-automatic pistol), and accel scripts controlling the movement. The recoil and muzzle flash may get stuck on, just fire again to stop it. Have fun!
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Update:
Revamped map (starting the final version). Fixed stuck recoil problem, and the turning when against walls. Still no lag!
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This is the only time ive thought about upgrading my SP. just to play the models on here
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Thanks

Another update! I've had to .zip this one, it's just a weeny bit above 4MB. Bigger map, with targets to shoot.
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With your input, this post could be even better π
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