Air Strike Starter Kit Manual
User Manual:
Open the PDF directly: View PDF
.
Page Count: 13
| Download | |
| Open PDF In Browser | View 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 : 13EXIF Metadata provided by EXIF.tools