

Adding a new weapon just involves duplicating an existing child of the FPS Weapons object, renaming it, then adding it to the Weapon Order array of the PlayerWeapons.cs script on the parent object, which tracks the order of selectable weapons. Might be good enough.Ĭlick to expand.Hello, there are a few ways to add new weapons, you can either use a new view model, or swap parts of existing models like hands or weapons, while maintaining the original object's animated position and rotation. Worked around be reducing the collision size on the obstacle. I should have also said that this problem exist in the standard demo too if you go up one of the hills. I suspect I must be looking in the wrong area to try and fix this.

Which help the NPC see a little better (still not great) but then the NPC will shoot at the player but not hit the player.

The NPC will try to another position or to get a shot even though it already had one. Player can see the NPC very easily and clearly and hence the NPC should be able to see the player, but it doesn't. Thank you very much for your support and hope you enjoy the new demo.ĭoes anyone know how to get the NPCs to be able to see and shoot the player when the player is in an elevated position and / or slightly behind a low height object while in an elevated position. Weapon shading to simulate shadowing for 2 camera setupĪ few things to keep in mind: there is a 5 second fuse for grenades that can be cooked by holding the fire button, the grenade explosion effect is misaligned and will be updated, and the new keys for deadzone aiming and weapon sway are now listed in the F1 help menu.Deadzone aiming mode (weapon model moves independently of camera).

