FPS experimentation

Howdy, I have been experimenting with an FPS shooter and there are several questions that I have.

  1. I put the character in a big box and the shoot ball like bullets, I want them to hit the wall and bounce off but only some of them seem to do so while the rest just go through. I probably have it set up wrong so just tell me how I should have it and we’ll see how it goes from there.

  2. Can I have an object that the color and/or shading isn’t affected by the lighting? What I need is a Metroid like visor look so that there are lines on the screen that look like they are part of the visor. I would just parent the camera to it. Do you know what I mean?

  3. Can I make it so that rather than playing the shoot animation once or just having it loop, that It just restarts every time I click rather than waiting for the animation to end before it starts over?

  4. I have bounds set on the box that the camera and the gun and everything are parented to and when I run in to things I bounce of and then slide around how can I get rid of this?

  5. Can I make the box that everything is parented to invisible?

I know this is a lot of questions but I appreciate your help. I’m sure there are more questions that I just can’t think of at the moment, but I will add them as I remeber them. Thanks

1- if a physics object is going too fast (more than its own width in a frame) it’ll go right through obstacles. Slow them down, or make them bigger, and it should be fine…

2- in the material settings toggle shadeless, or turn shading off in the face settings (in edit mode)

3-I think there used to be a play stop option that did this, dunno what happened to it. Personally I think it’s bad practice to have a shoot animation that’s longer than the wait between shots, to prevent the gun from “jumping” back to the start of the animation

4-don’t use dloc for movement- use servo movement, or python

5- in the face settings (in edit mode) toggle invisible.

1 - actually, you don’t have to slow them down at all to make them bounce off walls.
try this code out from here: http://blenderartists.org/forum/showthread.php?t=133803

it should work.
i think.

If I don’t use dloc then what do I use?? If I use anything else the movement is always along one axis and doesn’t change based on what direction I’m facing…
And I tried that code, and now all the bullets collide with the space a few feet in front of the gun… they don’t even make it to the wall. I can show you a picture if you don’t know what I mean.

Alright. I turned pulse mode for my trigger off, and now it works, so I guess it doesn’t work with pulse mode for a trigger?

Like I said above, use linV with servo motion. Local movement should be on by default, but toggle the appropriate L to the right of the logic brick to turn it on.

If you use GLSL (which you should), turn off all possible material settings that you can get away with. Also turn on shadeless.

Most of the settings you start off with are unecessary for some materials anyway.

Alright, those questions have been answered and thanks, but like I said I have some more.

  1. The bullets go in a parabolic path can I make them shoot a frozen rope? and It would be nice to speed them up a bit but the thing is already on 100 (the max)

  2. How do I make effects such as the fire at the end of the gun when you shoot and the effect when the bullet hits the wall?

  3. I also need a tutorial for enemy making, or a script for them or however enemies are made…

  4. I don’t think this is possible, but can there be split screen for multilayer action? (obviously there aren’t 2 mouses but I could change controls…)

  5. I also need to know how to make health meters but I will wait unit after I make enemies for that…

I know that some of this is complicated but I am willing to learn. Thanks.

EDIT:Also, I can’t seem to find this toggle invisible button. for the moment box
EDIT#2: I also tried that servo motion with linv and it still seems to just slide around…what’s the deal?

I have an other questions (don’t forget about the ones above).
I made it so the character can jump and I was wondering how to make it so the player can double jump. Also, how do I make the player fall faster?

Using states is probably your best bet for double jumping.

What do you mean?

bump…

I think he means that you have to make different states for your player (using the state system in the logic bricks). You have one state corresponding to “I’m on the ground”, a second state “I’m jumping” and a third “I’m double jumping”. In the third state, you don’t add a “jump” sensor, so the player cannot triple jump.

I’ve done a similar thing but using python and replacing the state system with a variable. But I must investigate the state system.

Alright, but my other questsions are still unanswered.