Download BM Weapon Systems FREE Unity
As the Javascript has been deprecated by Unity, the Javascript adaptation of BattleMancer must be censured as well. Appreciate the C# rendition! ?
The BattleMancer is an amazing, total Asset, which permits you to make any kind of Weapons and Spells for Your Game effortlessly!
Will it be an Action Shooter, a Top-Down RPG, an RTS, a Survival Horror, a Tower Defense or a 2.5D Platformer – BattleMancer has all you have to make the most fitting Arsenal for any game!
The Battlemancer Weapon Systems is a simple, adaptable weapon creator layout, permitting you to make any Melee, Ranged and exceptional assault, just as Magic Spells, Character Skills, Firearms, Swords, uncovered hands assaults and Sci-Fi Guns for any Game Project of yours – creative mindsets as far as possible!
BattleMancer is a pack of four, huge frameworks, including:
– Weapon System
– Damage Area (AoE) System
– Projectile System
– Health System
– Limb System
A portion of the highlights:
Weapon System: (centre)
– Primary and Secondary Fire choices (with ammunition sharing alternatives!)
– Raycast(hitscan)/Projectile/Damage Area assaults for all your ran, AoE and scuffle needs.
– Damage Types (for the remarkable Damage Resistances of the BM Health System).
– Animation highlights for Attack WarmUp, Cooldown, Idle, Interval, Reload and Inspect – and the sky is the limit from there!
– Adjustable level and vertical exactness for both 3D and 2.5D Games’ weapons.
– Projected (crosshair item can be anticipated on the planet space, similar to a laser sight.)
– Remote Fire (Attack with Primary or Secondary fire physically with player information or call a basic capacity!)
– Multiple Sound highlights.
– Ejecting shells.
– Different impacts on Target and Environment hits.
– And more!
Independent Damage Area System:
– Multiple Damage Types and Damage Resistances alternatives.
– Repeated Attack (ideal for environmental dangers, fire, cold, plasma, enchantment, etc!)
– Single hit/Multihit (Damage Area can hit each target once in the course of its life or over and over. Allow them To consume!)- Hit Angle and Range.- Applying Force on objects (pushing or pulling them)
– Different impacts on Target and Environment hits.
– Obstacle Check-Multiple Sound highlights.- The vast measure of various clocks and postponements.