You are currently viewing BM Weapon Systems

BM Weapon Systems

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.