Air Strike Starter Kit Manual

User Manual:

Open the PDF directly: View PDF PDF.
Page Count: 13

DownloadAir Strike Starter Kit Manual
Open PDF In BrowserView PDF
Air Strike Starter Kit 1.0
Basic Manual
Welcome to Air Strke Starter Kit. in this document will show you how to setup and create your
Air combat game in a few steps.

Let’s Start.
Setup environment.
Setup scene and environment. in this Sample i using desert terrain to be a starter you can find
the terrain in AirStrike/Prefabs/Game/Terrain you have to adding a skybox and direction light. it’s
make the scene look good.

1. Add Terrain to the scene. AirStrike/Prefabs/Game/Terrain
2. Setup lighting and Skybox Edit > Render Setting add skybox material

Setup Camera
add FlightView.prefab to the scene AirStrike/Prefabs/FlightView
(if your scene have a MainCamera already please remove it.)

Setup Player Fighter Setup 3d Model
1. import 3d Fighter to the scene AirStrike/Models/f16a
2. remove Animation component
Importance! Make sure the model pivot is always in correct direction
Blue Z axis is must be front, Red X axis is must be side, Green Y axis is must be top

if your model are in direction already please skip below step.
in this case our F16 model is wrong direction we have to fix it first.
1. Create Empty GameObject
2. Add F16 model into GameObject node.
3. Rotate to correct direct. and named GameObject to F16

Setup Player Fighter Setup Component
3. add Plane_Player.cs to the model and Tagged to Player
4. setting parameters
After Add Plane_Player.cs into the model you will see a group of components are included
automatically those components will let’s you custom a parameters of your Fighter
Please look at parameter in FlightSystem Component
●
●
●
●
●
●
●
●

Speed : normal speed
Speed Max : max speed
Rotation Speed : speed of riggid body rotation multiplier
Speed Pirch
Speed Roll
Speed Yaw
Damping Target // use only in AI mode
Auto pilot // use only in AI

You can fly test now.

Now you can control this F16 Fighter to free flying and rotation around the scene. via
W A S D see more at AirStrike/Scripts/Player PlayerController.cs

Setup Player Fighter Cockpit Camera
1. Create Camera and child it into this F16 hierarchy
2. Setup positon and disable camera and sound listener

You can add more cameras if you wanted Indicator.cs will find those camera and add it to
cameras list automatically you can swith a camera while playing by Press C see more and
change input at AirStrike/Scripts/Player PlayerController.cs
Note : to make it better Add Scripts/Component/CameraSway.cs component to the camera.

Fly test and Press C to see the result

Setup Player Fighter Weapon System
1. Select one of Launchers from AirStrike/Prefabs/Weapons/Launchers/
in this sample we use weapon_rocket_A1
2. Attach it to your F16 Fighter
3. See Target Tag parameter in WeaponLauncher component on the weapon_rocket_A1

Target Tag in WeaponLauncher
this parameter are TargetTag[0] = “Enemy” by defult. but you have to add all of opponent Tag
into this list. this weapon will works with any targets are taged.

WeaponController component are finding all weapons and add it to the Weapon list
automatically.

You can fly test Press mouse 1 to shoot something.

Setup Player Fighter HUD
1. Please see Indicator component in your F16
2. Set parameters
●
●
●
●
●
●
●
●
●
●

Target Tag : list of other fighter tag
Nav Texture : texture for each Target Tag will show in HUD
Crosshair
Crosshair_in
Crosshair Offset
Crosshair Offset_in
Distance See : distance form other fighters to show in HUD
Alpha : HUD : opacity
Cockpit Camera : all cameras are attached
Primery Camera Index : index of cockpit camera

Fly test and switch a camera ( press C) to see the result

Setup Player Fighter Health and Damaged
See Damage Manager Component look at parameters
●
●
●
●

Hit Sound : got hit sounds.
Effect : Dead replacement after died e.g. Explosion
HP : Health point
On Fire Particle : Smoke particle when HP lower than 50%

Get Crash
if you wanted to hit the terrain and get explosion.
1. Add Flight On Hit Component to the plane
Scripts/FlightSystem/FlightOnHit.cs
2. Setting parameter
●
●
●

Tag : List of any objects that can be hit and got damaged
Damage : Damage
Sound On Hit

Setup AI Fighter
For the AI fighter you have to setup 3d Model and Weapon same process as Player Fighter.
But you have to add Plane_AI.cs instead of Plane_Player.cs

Setup AI Fighter Setup Component
3. add Plane_AI.cs to the model Tagged to Enemy or Friend
4. setting parameters
After Add Plane_AI.cs into the model you will see a group of components are included
automatically. those components will let’s you custom a parameters of your AI
Please look at parameter in AIController Component
●

●
●

TargetTag : list of opponent Tags
e.g. if Enemy set to Player or Friend if Friendly set to Enemy
Target : current target
TimeToLock time : duration before select a target
AttackDirection : shooting direction facing between target and AI
(0 ­ 1) 1 shoot only front 0 shoot all around
DistanceLock : targets finding range
DistanceAttack : shooting distance

●
●

See more Battle Position and Center of battle next page..
BattlePosition : middle of battle area position
CenterOfBattle : // middle of battle area object (optional)

●
●
●

●
●
●

AIstate : AI state
AttackRate : attack rate 0 ­ 100 if 0 shoot less , 100 always shoot
FlyDistance : limited distance between (BattlePosition and AI position) , this is will
create a circle battle area and AI cannot go far out of this area.

Note** You don’t need to custom much. just add Target Tag and define your battle area by set
CenterofBattle or Battle Position

Battle Position for AI
Make sure the Battle Position has been set in correct location of battle field.
you can also add BattleCenter.cs to any object that you wanted using as a Battle area.
if you add it to a Moving object or Player Fighter Battle area will be a dynamic area.
AirStrike/Scripts/AI/BattleCenter.cs
e.g. add BattleCenter.cs into a Battle Ship. so all Fighters AI are flying and battle around it.

AI will always turn back to the center if they are running out of Battle Area.
If battle position is not defined, AI will flying to (0, 0, 0)

Create New Weapon
The weapon instruction included 3 part
1. Launcher
2. Bullet
3. Combine
Part 1. Launcher
­ Create empty object or using 3d mesh such as Gun model , Rocket Launcher etc...
­ Add WeaponLauncher.cs Component
­ Edit Parameter
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●
●

Target Tag is tag of target e.g.. Enemy , Player
Riggidbody Projectile set True the gun will shoot with AddForce()
Torque Speed Axis Rotation Axis of Torque object
Torque Object using to rotation when shooting
Missile Outer position of bullet shoot out
Missile is Bullet Prefeb
Fire Rate
Spread is how the gun accuracy 0 is very stable
Force Shoot shooting force of this gun
Num Bullet is num of bullet per shot
Ammo
Ammo Max
Infinity Ammo
Time Reload
Show HUD set True will show indicator of target seeker on screen
TargetLockOnTexture
TargetLockedTexture
Distance Lock Distance between weapon and target are posible to lock
Time to Lock Duration time before locked
Aim Drection 0 ­ 1 ,0 can lock every whare around weapon.
Seeker enable / dusable Target Seeker
Shell shell prefab
ShellOuter position shell spawning
ShellOutForce is sheel out force
Muzzle muzzle effect object
Muzzle Life Time
Sound Gun
Sound Reloading sound when start relload
Sound Reloaded sound when reload finish

Part 2. Bullet
1. Add bullet 3d model to the scene setup collider and riggidbody
2. Tagged to Bullet importance!!
3. Add MoverMissile.cs component as a Missile
or Add MoverBullet.cs component as a Normal bullet
4. Add Damage.cs Component
see parameters in Damage component
­ Edit Parameter
● Effect , ex. Explosion particle
● Damage is Damage point
● Target Tag can be null
● Explosive Enable/Disable Explosion damage
● Explosion Radius
● Explosion Force is force of explosion
● Hited Actice
● Time Active time count down to active damage using to create grenade
Part 3 Combine
­ Add bullet prefeb to Launcher at 'Missile' Parameter
­ Call gameObject.GetComponent().Shoot();

Mobile Devices.
This version are included Mobile controller in PlayerController.cs already and ready to running
test in on actual devices.

Mobile tips.
●
●
●
●

Remove particle or keep it less as possible by using sprite sheet.
Keep low number of AI Fighters
Keep low Fighter spawning rate
Enabled Simple Control in PlayerController component. it’s make more casual and
easier to control.

Thank you
Rachan Neamprasert
www.hardworkerstudio.com
if you have any question
mail me hwrstudio@gmail.com
info www.hardworkerstudio.com/as/



Source Exif Data:
File Type                       : PDF
File Type Extension             : pdf
MIME Type                       : application/pdf
PDF Version                     : 1.4
Linearized                      : No
Page Count                      : 13
EXIF Metadata provided by EXIF.tools

Navigation menu