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NumPad

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About NumPad

  • Rank
    Newbie
  • Birthday 11/27/1997

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  • Gender
    Male
  • Location:
    Brazil

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  1. Hi, I found it. My problem is because of the specific weapon model. So now, in the code I added the Y position difference when I'm aiming. void FireOneBullet() { Vector3 dir; //Move this to the init of code!!!! float optic_ypos_dif = 0.04f; if (nextFireTime > Time.time || draw) { if (bulletsLeft <= 0) { StartCoroutine(OutOfAmmo()); } return; } if (aiming) { dir = gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * triggerTime, Random.Range(-0.01f, 0.01f) * triggerTime + optic_ypos_dif, 1)); } else { dir = gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * triggerTime, Random.Range(-0.01f, 0.01f) * triggerTime, 1)); }
  2. @draymn you can change the time of explosion in this line: yield WaitForSeconds(3); And the animation I think that you need to do by yourself. Here is an Arm that you can use to animate, maybe.
  3. Hi, I'm using the C# version of FPS Kit 2 v1.5. I add a weapon and an optic (Holographic Sight), so when I fire the weapon in hip mode, the bullet goes to the center of the screen. Nice. When I'm aiming: When I aiming, the bullet goes lower than my Red Reticle of the HoloSight, making you hit the chest when pointing to the target's head. Is there some way to change that? Or I'm doing something wrong? I copied the script parameters from the defalut M4 w/ Silencer. I think that this part of code is responsable to set from where the bullet spawn and hit. Vector3 dir = gameObject.transform.TransformDirection(new Vector3(Random.Range(-0.01f, 0.01f) * triggerTime, Random.Range(-0.01f, 0.01f) * triggerTime, 1)); Vector3 pos = transform.parent.position; //Vector3 pos = OpticPos.transform.position; if (Physics.Raycast(pos, dir, out hit, range, layerMask))
  4. Hi. Try one of these videos: https://www.youtube.com/watch?v=8i51l6ZNO4o https://www.youtube.com/watch?v=5ZpwnxsOXH8
  5. Me too. I can't solve weaponmanager errors!
  6. Someone is planning to convert this to C#?
  7. @jolo309 how about Fire Mode? Single, Burst and Auto.
  8. Pretty good!
  9. There is a bug on Asset Store. Says FREE in the price of maybe AAA asset! :v
  10. @Beanster: Here is the link: http://www.mediafire.com/download/6c63nm8sdzs6667/AR15+%28NumPaDDev%29.zip I only use this for control. (Country, etc). If you see my age, I can't profit with it. I don't have CC. -.- If you know other site to have control of traffic, and don't have ADS, I'll thanks you. Edit: I'm using https://bitly.com now! -- BUMP! -- Update 08/04: UnityPackage with one Prefab! http://bit.ly/ar15anims
  11. Hi everybody! Here is one AR15 to you use on Unity! (Placeholder, if you are smart) https://www.youtube.com/watch?v=rbdYGtGJi2Y Download link: http://bit.ly/ar15anims Credits (Also in the download!) Model: tigg Animations: UncleGAY Silencer: Rafael De Jongh Sound: Navaro Sound: NightmareMutant Source: http://css.gamebanana.com/skins/139670 Subscribe to: https://www.youtube.com/channel/UCC0eLOqGt0hFxy7fq-OurHw for more downloads!
  12. @themars2011: Here is what I get now: And here is my Material: Its dark a lot, I think. But looks more real? It's remember me Bumped Diffuse Shader. I don't find the stuff that you said. And anyway, maybe is hard to get this result in Unity:
  13. @WalkerPointZero: Yep, it uses. This is Unity Standard Shader. I'll tweak some options to resolve this.
  14. Hi fellas. Here is my demonstration of the AR15 that my project have. https://www.youtube.com/watch?v=i2lpGaZNWac Any comments? Update: New look after some advises from themars2011