HQ FPS Weapons is at it’s core an art asset (though it can be used as a starting template). It contains 19 Weapons/Items that are fully animated but are also affected by a procedural spring based system to give the most realistic and fluid results possible
[ DEMO / EMAIL / DISCORD / ROADMAP / DOCS ]
[ READ BEFORE PURCHASING ]
• Considering this is a template don’t import it directly into your current project, otherwise you’ll risk losing your project settings.
• As of right now the only supported rendering pipeline is the “Built in” one.
• The materials of the Weapons are PBR, and use 4K texture maps.
[✔️ Core Systems ]
• FPS Controller.
• Inventory System.
• Damage & Health System.
• Stamina System.
• Realistic Recoil System.
• Procedural Spring Based Camera and Visual Item movement.
• Standard FPS HUD. (Ammo, Weapon Stats, Damage Indicator, Crosshairs etc.)
• Interactive Objects.
• Destroyable Objects.
• Item Pickups.
• Decal System.
• Pooling System.
[✔️ WEAPONS ]
1.) AKM (Assault Rifle) – 9,830 Tris
2.) F1 (Assault Rifle) – 9,600 Tris
3.) M1A (Assault Rifle) – 10,170 Tris
4.) MP5 (SMG) – 11,190 Tris
5.) Hunting Rifle (Sniper) – 8,809 Tris
6.) R870 (Shotgun) – 5,228 Tris
7.) Double Barrel Shotgun (Shotgun) – 10,154
8.) M1911 (Handgun) – 4,598 Tris
9.) Revolver (Handgun) – 12,177 Tris
10.) Crossbow (Special) – 10,872 Tris
11.) Flare Gun (Special) – 5,552 Tris
12.) Fire Axe (Melee Weapon) – 4,358 Tris
13.) Baseball Bat (Melee Weapon) – 4,548 Tris
14.) Combat Knife (Melee Weapon) – 4,270 Tris
15.) Frag Grenade (Throwable) – 4,410 Tris
16.) Molotov Cocktail (Throwable) – 2,651 Tris
17.) Flashlight (Tool) – 3,750 Tris
18.) Compass – (Tool) 2,254 Tris
19.) Syringe – (Healing Item) 1,564 Tris
[✔️ANIMATIONS ]
(ANIMATED IN SOFTWARE)
• Idle
• Hold/(Aim Idle)
• Draw/Equip
• Holster/Unequip
• Fire/Shoot
• Aim Fire / Aim Shoot
• Dry Fire
• Reload
• Reload Start – (For Some Weapons)
• Reload End – (For Some Weapons)
• Empty/Dry Reload
• Use – (Tools & Healing Items)
• Swings – (Melee Weapons)
• Throws – (Throwables)
(PROCEDURAL)
General
• Sway.
• Strafe.
• Fall Impact.
States (each state has these modules: Offset, Entry-Offset, Bob, Noise, Enter/Exit forces )
• Idle.
• Jump.
• Walk.
• Run.
• Crouch.
• Aim.
External Forces (any component can add a force to the procedural movement system, as long as it derives from “EquipmentComponent”)
• Dry Fire.
• Change Fire Mode.
• Recoil.