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Questions tagged [first-person-shooter]

A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.

0
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1answer
18 views

Bullet Impact Effect

I'm creating a small fps and I don't know how to create a bullet impact effect I have a muzzle flare and I have recasting set up but I don't know how to make a bullet impact effect, I've already tried ...
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votes
1answer
24 views

Whats the general method developers to implement FPS multiple weapon handling animations?

I'm trying to create a first person shooter and I'm lost on what's a good, efficient methodology to implement the whole weapon handling animation system. Now, I know that I could have a unique ...
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1answer
28 views

How to import character package in Unity

I recently made a game in Unity 3D and I tried to import the FPS Controller package as the tutorial I was following said, but when I clicked Assets/Import Package the only thing I saw was a button ...
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3answers
99 views

How can you tell if you are a large player on a large map or a small player on a small map?

If everything is scaled by a constant factor, can you tell that the world is smaller or larger? I think you could look down at the ground and see that it's "closer". But how do you know what ...
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2answers
36 views

Bullet spread changes depending on the camera direction

I'm working on an FPS game. I want to make a little bit of difference in shooting direction, only on the horizontal axis. To do this, I wrote this code: ...
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1answer
77 views

First Person Shooter Character in Unity - Meshes Clipping When Close to Body?

I am working on a game character using Unity. I'd like it to be playable in 3rd Person and 1st Person depending on what the user chooses (switchable in game whenever ideally). I've worked on and read ...
6
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2answers
212 views

Which fixed framerate should i choose for physics thread?

I am writing first-person shooter game with fast motion. I have a fixed high-frequency physics loop thread, which is separated from variable-frequency rendering thread. I need to choose the physics ...
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1answer
113 views

Unity C#: Accurate MachineGun Firerate at lower FPS

I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
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1answer
41 views

How to calculate angle for shooting bullet in 3D?

What I want to know is if I can calculate an angle similar to how I'm doing in 2D and update the x,y,z position of a bullet based on that angle in a similar manner I'm doing the update function below. ...
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1answer
165 views

unity 3d mouselook script help, weird issue

I'm coming back to Unity after a year or two of busy college and I'm having to relearn everything I've forgotten. One thing I cant seem to get right is this basic mouselook script I wrote. Here is the ...
0
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1answer
79 views

The state that is synced when a window is broken in a FPS game

In order to better understand how state syncing works in games, I wanted to pose a specific example. Say you are in a FPS game with multiple players and someone breaks a window in some building. ...
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1answer
122 views

How to parent object to empty when looked at

I am making a fps in unity. I have an empty parented to the camera for the gun, and I want to be able to pick up and drop guns found in the scene. Does anyone have a simple c # script that would allow ...
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2answers
68 views

Applied force is backward instead of forward when shooting an object

I have this FPS I'm making and I wanted to apply force to objects I shoot at however when I shoot on them, instead of going away from the camera they come towards it. I don't get it. I could fix the ...
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1answer
1k views

How to change fps character's movement speed and mouse sensitivity in UE4?

As the title says, I'm using the default fps template from UE4 (blueprint template) and the movement speed is very high, also I want to adjust the mouse sensitivity, but I don't know where are those ...
2
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0answers
218 views

How does lag compensation really work?

I am curious about the details of lag compensation in games. I have read a lot of articles about it, for example: 1: Source Engine Multiplayer Networking 2: Fast-Paced Multiplayer - Gabriel Gambetta ...
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0answers
148 views

How to use my own 3d model in Unity FPS Controller Std Asset?

Well I've been trying almost all day trying to make the standard FPS controller in Unity work with my own 3d model, but no success... I tried: Importing the FPS standard asset and make my model ...
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1answer
176 views

Same dimension feel no matter what FOV

Does anyone know a formula, way, ... to make a FPS player feel like an object has the same size on different FOVs (given that it's at the same distance of the player, of course)? I know that this can'...
50
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3answers
15k views

What is the little dot/icon at the center of the screen in an FPS game called?

So I am developing a game and trying to find one of those to use, but I don't know what to search for. If you don't know what I am taking about, look at these examples: What are these called?
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1answer
249 views

HUD Text not displaying/drawing

I am trying to use blueprints to display my character's speed using a HUD, but for some reason the text is not displaying. What am I doing wrong? I am using the First Person template.
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1answer
124 views

First-person shooter -style controls [duplicate]

This is not in regard to a video game, but to a 3D model viewer someone else created and I am modifying. I would like to implement first-person -style mouse and keyboard controls in the viewer, so ...
0
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2answers
163 views

Will this method of hashing player positions be effective in defeating FPS wall-hacks?

For example using a class like below to Hold the player positions and only show the players to each other when their Distance is less than something, So the calculations are also used by the client's ...
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0answers
52 views

Visibility Polygons for FPS AI to move tactically

Does anyone know how to implement visibility polygons in Unity's AI system? I want to write FPS AI that clears an area by checking all the places that aren't immediately visible, cutting the pie the ...
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1answer
34 views

How can I reference the frontmost part of a mesh in my Unity code? (and help making FPS projectiles seem more real)

I have started making a PC game using Unity. It's just a test project, where I'm making as basic as possible FPS shooter. I'm using the FPS Controller prefab, and I have also a rifle model attached ...
2
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2answers
242 views

How can I make bullets come from a character's eyes, but look like they come from the gun?

How can I make bullets in a first person shooter look like they come from the gun, but actually come from the eyes of the character? The problem is that since the camera (the character's eyes) are in ...
1
vote
1answer
3k views

Jump Script Component For Character Controller

I'm trying to implement a jump method into my FPSInput script. I know how to make this work for a Rigidbody, but how can I accomplish this with my Character Controller? Does CharacterController have a ...
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1answer
1k views

how to convert FoV into zoom 2x, 3x, 4x…?

so I have the value of the FoV in degrees, now I need to convert it to a zoom value of 2x, or 3x, for scopes and binoculars. I placed some objects equally distanced between each other, but when I ...
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1answer
358 views

How do Aimbots get detected?

I was wondering on the programming methods which are used to detect when a player is using an Aimbot/AutoAim cheat.
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1answer
849 views

first person character controller error

I have opened new scene, deleted camera and imported first person character controller from Standard assets. I placed plane on scene and put first person character controller on plane. I got this ...
0
votes
1answer
77 views

Firing a simple sphere from below the camera at crosshair in the centre of the screen, with or without raycast

I have a game that spawns "enemies" within a sphere around the camera, the player moves the camera to target and simply presses the screen to fire. For now my "ammo" is simply a sphere and for visual ...
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0answers
58 views

How to configurate my camera Fps in OGRE 3D

How to move the camera similar to an FPS game?? I have a camera and two nodes. MyNode (this node have my objects) NodePerson My node is child to NodePerson and my camera too. My function is: ...
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0answers
295 views

Handle weapon rotation with camera in FPS game 3D DirectX 11 C++

By now i have -A working camera that moves around the world (z-axis is where it looks, y-axis is the one that aims above it and x-axis is the one to the right) -A gun that follows the camera (so i ...
0
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1answer
177 views

FPS - How to handle accuracy with red dot sight on guns

I have a gun which you can aim down the red dot sight. If you are moving while aimed down sight, there is some bobbing that comes into play. The arms are bobbing, not the camera itself. Currently ...
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2answers
65 views

Not see through models without adjusting clipping panels

I'm making a FPS game in Unity3d with a lot of weapons, but when I'm aiming I can see through the weapon. I know I can adjust the near clipping panel, but when I do that, my terrain starts flickering. ...
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votes
3answers
546 views

Why aren't game bullets implemented as if they were real bullets?

Let's say I'm working on a 3D first-person shooter and the boss is a stickler for realism, and orders me to implement the bullets as tiny projectiles that travel, say, 1000 meters per second. What ...
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1answer
50 views

FPS controller initializing at bizarre location

I have got the hang of basic construction, terrain modification, applying materials, placing trees, etc. I have created a water plane, positioned my terrain above it, and am able to sink lakes and ...
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vote
0answers
417 views

Multiplayer architecture of shooter games

I've a doubt about synchronization on multiplayer games. In the case of the architecture of a game is like this: Client tells to the server is shooting at this position, then the server simulates the ...
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vote
0answers
250 views

LibGDX limit the PerspectiveCamera for a FPS view

I'm using LibGDX and I'm trying to implement a FPS camera into my game. I'm not using the FirstPersonCameraController for multiple reasons: I don't want to touch to roll (only yaw and pitch), with ...
0
votes
1answer
142 views

Standard unit value for 3d game character height?

Basically I'm building a first person shooter game using DirectX9. And now, I'm working on the modeling side. But before I start modeling, I have to make sure that I create all the models with ...
1
vote
2answers
149 views

Reseting animation

I'm writing little fps game in Unity 5.3.5. So, I've got my gun object and two animations, idle and shot. I've got transition from idle to shot with trigger condition and "Has Exit Time" unchecked. In ...
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vote
0answers
64 views

Fixing wave-like movements when rotating an object using mouse input in Unity

I have encountered a rather odd issue with my program. The setup: In my scene, I have a GameObject which I have set as my player/character for this game. The player/character has a child GameObject, ...
2
votes
1answer
223 views

Frame Skips in MonoGame

I'm developing a 2D game using MonoGame. I've got a square on the screen I can move around. The problem is that about once a second, the square jumps a bit. Using a frame counter I found here I've ...
2
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0answers
518 views

FPS game UI theory [closed]

Are there any researches concerning FPS game interfaces? I'm interested in analyses of designing & positioning UI-elements. The only thing I can find are blogs and articles about immersion in ...
3
votes
1answer
638 views

LibGDX - FPS drops

I've been trying to record some gameplay footage of the game I'm currently working on, using the Android SDK and ADB to do it. Whilst the game runs at constant 60 fps in my medium-end phone, as soon ...
2
votes
1answer
216 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
6
votes
2answers
4k views

FPS Crosshair, Should it be drawn on center of the screen or to the forward of bullet spawn point?

so my question is where to draw crosshair? I have some things in my mind like: 1): Draw it on the center of camera(which will stays on the center of screen always), but as my gun is little lower to ...
4
votes
1answer
925 views

Why should a FPS game use a “floating arms” approach over full body one?

I've seen many first person shooter games both single and multiplayer using a set of floating arms and a gun instead of using the whole body model. What is the advantage of floating arms? You are ...
2
votes
1answer
180 views

Collision causing First Person Controller to go haywire

I have created a first person controller as an enemy in my game (Zombie). My character is an archer that uses arrows as projectiles that are shot with the following code: ...
3
votes
3answers
308 views

Sending a players mouse movement to the server in an FPS

So I have a server-client model FPS set up. It uses udp to send data between the two with the server having a constant tick rate of 100 ticks per second (It updates movement 100 times a second) on the ...
4
votes
4answers
890 views

Should the bullet trajectory calculated by server or by client? [duplicate]

In a FPS game like Battlefield or Arma, when playing online, should the bullet trajectory be calculated by the server or by the client?
2
votes
1answer
347 views

How to fix my camera collision, C# XNA

I am having some weird issues with my camera. I am trying to make it so it is a first person camera, that when the user presses the W or Up key, it moves towards where the camera is looking. My issue ...