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This component delivers a way to shoot weapons attached to a vehicle eg. Tanks.
Weapons do not need animations as I have included a system that can simulate the
mechanics of the weapons.
If first person perspective will be available, Camera Pivot CANNOT BE EMPTY in the
seat that uses this weapon.
The main settings all replicate ucc shootable weapon settings combined with all of
the extra settings required (like found in usable item, third and first person properties
components on a UCC setup character weapon).
Grenades can also be launched. Just add as per projectile.
NOTE: Vehicle Weapon Shooters that fire grenades should have the “Minor Item
Setup” or no item and pickup at all. If using character item setups with
ShootableWeapon components, then the grenade should not be used and a warning
will prompt you to remove them upon equipping the item.
Objects To Rotate
Please ensure all origins are correctly aligned in your models, else make an empty
gameobject that will act as a pivot, I have included a demonstration of this on the
tank. Also, if using two or more weapons that will rotate, and they are parent child
setups, then only setup the Objects To Rotate on the parent.
Each Object To Rotate has some settings as follows.
Object To Rotate
The object that will be rotated towards the player look direction.
Input Axis
Which input should drive the object rotation when in first person view.
Axis To Rotate Around
Which axis should the object rotate around when in first person view.
Limit Min Max Angle
Limit the rotation here.
Smooth
This affects the speed of rotation.
Pickup
You can create items to “pickup” when player enters the seat that makes use of this
vehicle weapon shooter. Currently this allows you to have UI crosshairs and Icons
very easily, much the same as any item is setup. This can also be further extended to
add ammo count etc to vehicles and have them reloadable by option “See Item
Setup for use with Vehicle Weapon Shooters on the following page”.
The Pickups should be a child of the BoardSource and the Pickup GameObject
should be disabled.
In the demo these items are designed as runtime pickups and items have been
assigned as runtime pickup prefabs in the character Inventory component. Items can
also be created on the character if you prefer that method.
Slot ID
Is which slot the item should equip to
Fire Force
How much force to apply to the object that is firing (if it has a rigidbody). Perfect for a
Tank Blast!
Add Object Velocity To Projectile
Should the BoardSource rigidbody velocity be added to the projectile?
Use First Person Layers
Should the renderers attached to the weapon be changed to Overlay when in First
Person perspective?
Attributes
Attributes are not an extra compared to Shootable Weapon except the Attribute
Monitor field but deserve a little explanation.
Atrributes can be used for item or character. If for item, then ensure you add the
Attribute Monitor it will use to the Vehicle Weapon Shooter Animator Monitor field
under the “Attributes” foldout. The Demo scene has an example use case for
“overheating” weapons.
Use Attribute will not display in the editor unless an Attribute Manager component is
attached to the Vehicle Weapon Shooter GameObject.
Projectile Safety Distance
When the projectile is spawned, if it will collide with the firing weapons BoardSource
then it will be moved this far forward.
NOTE: Has no effect on Major Item Setups.
Projectile Safety Radius
The cast radius for collsion checks between the BoardSouce and the projectile that
will be fired.
NOTE: Has no effect on Major Item Setups.