Weapon System Manual

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Weapon System 3.0
The Weapons Template
Complete weapon system with features and weapon scripts template
Complete Weapons Included
­ Homing Missile
­ Machine Gun
­ Storm Rocket
­ Cannon
­ Fragment Rocket
­ Grenade Launcher
­ Shotgun

How to Create New Weapon
The weapon 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 you have 2 part
1. Mover is type of bullet move e.g.. Missile using MoverMissile.cs , Normal bullet with projectile
using MoverBullet.cs
2. Damage using to be warhead or type of bullet damage you can also add any scripts or effect
to this bullet

­ Create empty object or use 3d mesh such as Bulelt model , Rocket model
­ Add MoverBullet.cs or MoverMissile.cs to the object
­ Edit Parameter of Mover Component
­ Add Damage.cs 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();
Enjoy. Thank you



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Page Count                      : 3
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