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Question by KnC_Studios · Jul 30, 2013 at 03:38 PM · raycastfpsenemyfpstutorialbullet-marks

Making bullet holes in enemies.

Hi! I am making an fps based on the fps tutorial. I have a raycast machine gun and a enemy robot. The enemy robot looks like this:

alt text

As you can see, the robot has armor and some exposed skin. Is there a way to make bullet holes on the armor and blood spurts on the skin?

Damage receiver:

 var hitPoints = 100.0;
 var deadReplacement : Transform;
 var dieSound : AudioClip;
 
 function ApplyDamage (damage : float) {
     // We already have less than 0 hitpoints, maybe we got killed already?
     if (hitPoints <= 0.0)
         return;
 
     hitPoints -= damage;
     if (hitPoints <= 0.0)
     {
         Detonate();
     }
 }
 
 function Detonate () {
     // Destroy ourselves
     Destroy(gameObject);
     
     // Play a dying audio clip
     if (dieSound)
         AudioSource.PlayClipAtPoint(dieSound, transform.position);
 
     // Replace ourselves with the dead body
     if (deadReplacement) {
         var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);
         
         // Copy position & rotation from the old hierarchy into the dead replacement
         CopyTransformsRecurse(transform, dead);
     }
 }
 
 static function CopyTransformsRecurse (src : Transform,  dst : Transform) {
     dst.position = src.position;
     dst.rotation = src.rotation;
     
     for (var child : Transform in dst) {
         // Match the transform with the same name
         var curSrc = src.Find(child.name);
         if (curSrc)
             CopyTransformsRecurse(curSrc, child);
     }
 }


Machine Gun script:

 var playerWeapons : GameObject;
 var range = 100.0;
 var fireRate = 0.005;
 var force = 5.0;
 var damage = 0.5;
 var bulletsPerClip = 1000;
 var clips = 5;
 var reloadTime = 1;
 private var hitParticles : ParticleEmitter;
 var muzzleFlash : Renderer;
 var reload : AudioClip;
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.0;
 private var m_LastFrameShot = -1;
 
 function Start () {
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     // We don't want to emit particles all the time, only when we hit something.
     if (hitParticles)
         hitParticles.emit = false;
     bulletsLeft = bulletsPerClip;
 }
 
 function LateUpdate() {
     if (muzzleFlash) {
         // We shot this frame, enable the muzzle flash
         if (m_LastFrameShot == Time.frameCount) {
             muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
             muzzleFlash.enabled = true;
 
             if (audio) {
                 if (!audio.isPlaying)
                     audio.Play();
                 audio.loop = true;
             }
         } else {
         // We didn't, disable the muzzle flash
             muzzleFlash.enabled = false;
             enabled = false;
             
             // Play sound
             if (audio)
             {
                 audio.loop = false;
             }
         }
     }
 }
 
 function Fire () {
     
 
     if (bulletsLeft == 0)
         return;
     
     // If there is more than one bullet between the last and this frame
     // Reset the nextFireTime
     if (Time.time - fireRate > nextFireTime)
         nextFireTime = Time.time - Time.deltaTime;
     
     // Keep firing until we used up the fire time
     while( nextFireTime < Time.time && bulletsLeft != 0) {
         FireOneShot();
         nextFireTime += fireRate;
     }
 }
 
 function FireOneShot () {
     var direction = transform.TransformDirection(Vector3.forward);
     var hit : RaycastHit;
     
     // Did we hit anything?
     if (Physics.Raycast (transform.position, direction, hit, range)) {
         // Apply a force to the rigidbody we hit
         if (hit.rigidbody)
             hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
         
         // Place the particle system for spawing out of place where we hit the surface!
         // And spawn a couple of particles
         if (hitParticles) {
             hitParticles.transform.position = hit.point;
             hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
             hitParticles.Emit();
         }
 
         // Send a damage message to the hit object            
         hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
     
     bulletsLeft--;
 
     // Register that we shot this frame,
     // so that the LateUpdate function enabled the muzzleflash renderer for one frame
     m_LastFrameShot = Time.frameCount;
     enabled = true;
     
     // Reload gun in reload Time        
     if (bulletsLeft == 0)
         Reload();            
 }
 
 function Reload () {
     
         
     playerWeapons.GetComponent(PlayerWeapons).enabled = false;
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
     playerWeapons.GetComponent(PlayerWeapons).enabled = true;
 
     // We have a clip left reload
     if (clips > 0) {
         clips--;
         bulletsLeft = bulletsPerClip;
         audio.PlayOneShot(reload, 1.0 / audio.volume);
 
     }
     
 
 }
 
 function GetBulletsLeft () {
     return bulletsLeft;
 }
robot.png (415.0 kB)
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avatar image rowdyp · Jul 30, 2013 at 04:01 PM 0
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use decals..

avatar image KnC_Studios · Jul 30, 2013 at 04:58 PM 0
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Could you explain?

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Answer by jacobschellenberg · Jul 30, 2013 at 05:31 PM

Considering the machine gun is using a raycast, if the point of impact is indeed the enemy armor, spawn a bullet hole decal. If the impact is skin, spawn a blood particle effect. You could figure out which is which by perhaps placing a collider box around the areas you determine to be armor or skin. Upon impact, ask which collider is hit and spawn the correct decal or particle effect to the point of impact.

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avatar image KnC_Studios · Jul 30, 2013 at 07:51 PM 0
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Great, thank you! I'm a noob so sorry if the question was obvious.

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