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  3. right.. i disabled the UI pickup text from the wepaon manager when player switch wepaon and all seems to work correcly now.. many thanks.. i only have to fix the bug related to the held object distance and can go ahead with interaction system ..(doors ,drawers, switches and so on)
  4. so yeah thats why in weapon manager disable the text right before you switch to the next weapon and after you disabled the old one
  5. Yesterday
  6. the method is called in the update of the GrabObject script that is placed inside the NoWeapon GameObject of the Player
  7. from where does this method get called and also when does it get called? calling it once after every weapon switch should fix it, right? also where is the component placed? if its on the no weapon object it cant run once the object is deactivated
  8. check and erro is gone but bug remain the same...
  9. double click it? ^^ looks like a syntax error so yeah a missing ; or sth. like that .... just check out whats missing i dont know what code is at that line
  10. error on compile Assets/_Resources/Scripts/GrabObjects.cs(212,24): error CS1525: Unexpected symbol `.', expecting `,', `;', or `='
  11. yeah is solveable should work if you do sth. like this: // ADDON JC LEON ONLY PICKUP START public void CheckObjectForPickupOnly() { if(!weaponManager.disarmed){ _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); return; } RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, RayDistance, layerMask.value)) { Pickable pickable = hit.collider.GetComponent<Pickable>(); if (hit.rigidbody && !hit.rigidbody.isKinematic /*&& hit.rigidbody.mass <= maxMass*/ && pickable.isPickableOnly) { InteractUIPickup.SetActive(true); _canPickup = true; StaticCross.SetActive(true); } else { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } else if (_canPickup == true) { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } // ADDON JCLEON OLY PIVKUP END hope that works not too sure tho.
  12. nope id not the collision mask since i tried yet .. i excluded player from collision with pickup layer( the layer of pickubles) but when i set a near held distance the problem remain so i dont think is something related to the player collider.. i apologize i i steal your time but ask only for one last question maybe you have a good hint for me.. as you can see in this video i have a little bug i cannot figgured out so when player approach to a only pickable object the pickup icon correcly appear on screen but when player have a weapon in hand it is supposed to disappear but insted it remain onscreen evne when player has a weapon in his hands.. the affected code for this system is this // ADDON JC LEON ONLY PICKUP START public void CheckObjectForPickupOnly() { RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, RayDistance, layerMask.value)) { Pickable pickable = hit.collider.GetComponent<Pickable>(); if (hit.rigidbody && !hit.rigidbody.isKinematic /*&& hit.rigidbody.mass <= maxMass*/ && pickable.isPickableOnly && weaponManager.disarmed ) { InteractUIPickup.SetActive(true); _canPickup = true; StaticCross.SetActive(true); } else { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } else if (_canPickup == true) { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } // ADDON JCLEON OLY PIVKUP END and is the last part of the GrabObjects script you saw above do you think is solveable?
  13. ah i see lol ^^ i think it got stuck in the collider of the player? cant rembre exactly but there was a way you can set up masks for the collision, just know that if you do that you will also be able to walk through it. But this is the only thing that comes to my mind... or well you could ignore player collisions until you hit something other than the player and than enable them again... But really i would just set it to where it works fine and dont worry too much about it, just keep it in mind for big objects so you can set teir pivot accordingly etc. Edit: after watching again it lookes like sth. else is going on since the grab time increases but i honestly cant tell you why im sry. Might be cheking your script again later... maybe some conditon where you have to hit the player or other collider causes this.
  14. here the video as you can see thre default adjust distance is set to 2,5 and all works fine but i want a nearest distance for the object when is picKed up by the player but when i set a near distance like 1, or 1,5 object after picked up freeze on player "hands" and cannot be pushed away but only rotated ,after if i set again a far adjust distance object can be dragged and moved again.. i think is due to de fact that when obejct is near to the player maybe it inteferes with it and something is disabled but i cannot figured what
  15. ok thanks i 'll post a video of the issue thanks
  16. but there are values of adjust that work? most likely nothing to do with adjust but rather disabeling something when you pick up that doesnt get enabled again when you drop or sth. like that. Im actually sorry i couldnt spot sth. at first sight... also im not quite positive if i got you correctly ... i know its annoying but a video of the issue really helps me understand things also i have sth. to do right now but will get back later
  17. ah.. ok understood.... btw it works like a charm.... many many many thanks only one last question.. as you can see from my grabobkect script i use adjust float to set distance for grabbed object form player/camera but i noticed that if i set the adjust distance to 1 for e.g. when player pickup object , picked up object became inactive after held by the player and player cannot remove o push the object away... what could be the problem??
  18. ah.. ok understood.... btw it works like a charm.... many many many thanks
  19. yes, it should but i think this gets optimized at compile time to what i wrote anyways so its the same just easier to read when you leave that away
  20. yes many thanks after I replied to you i tried exactly wahat you wrote in your last post and it worked.. many thanks.. i need t o make some test but it seems t owork even i i left this grabObjects.GetComponent<GrabObjects>().Drop(); btw only for asking why did you modifed te lines to grabObjects.Drop();
  21. 1) create a new script and add it to the Player Obeject and/or Prefab in scene 2) write this into the script: public class Helper : MonoBehaviour{ public GrabObjects grabObjects; } 3) drag n drop "No Weapon" into the the grabobjects slot of that script 4) the new Pickable Script should look like this: using UnityEngine; using System.Collections; using System.Collections.Generic; using EasySurvivalScripts; public class Pickable : MonoBehaviour { //[Header("JC LEON Other Scripts References Integrations")] private GrabObjects grabObjects; private TextAnimator textAnimator; [SerializeField] private string MyMessage; [Header("JC LEON Only Pickable Object Integration")] [Tooltip("thick to set object only pPickable and not Examinable")] public bool isPickableOnly;//ADDED JC LEON only pickup private void Start() { grabObjects = GameObject.FindWithTag("Player").GetComponent<Helper>().grabObjects; textAnimator = FindObjectOfType<TextAnimator>(); } public void ShowMessage() { textAnimator.Show(MyMessage); } void OnTriggerEnter(Collider otherCollider) { //If that GameObject is either static, without a rigidbody, or with a rigidbody that is also kinematic (in other words, that GameObject is not supposed to move)... //Then we call the ObjectCheck method. if (grabObjects.isGrabbing && grabObjects.GrabTime != 0.0f) { if (otherCollider.GetComponent<Collider>().gameObject.isStatic) { grabObjects.GetComponent<GrabObjects>().Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>() == null) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>()) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>().isKinematic == true) { grabObjects.Drop(); Debug.Log("ciao"); } } } } 5) test it ... not sure if that will work but i think that was the problem 6) mark this as best answer (if it works, else call me stupid or sth. )
  22. i really apprecitate your help but i think i really did not understand waht you're saying...LOL
  23. ah damn i fucked that up ^^ its on the noweapon not on the player right? So do you have any component that accesses that game object directly on the player? If not it might actually be the best to create one to be able to access it. like: public class Helper : MonoBehaviour{ public GrabObjects grabLogic; } sth. lke that and drop it on the player, then change the line in Start() where it assigns grabObjects to this: grabObjects =GameObject.FindWithTag("Player").GetComponent<Helper>().grabLogic; i know this is not very elegant but should do the trick if not ill download the kit and try to fix it there edit: make sure that you asign the NoWeapon to grabLogic (unity will grab the correct component automatically) edit2: idk why this is all red this is not on purpose but im on mobile and too lazy to change color ^^ no meaning behind that
  24. nope i got this error NullReferenceException: Object reference not set to an instance of an object Pickable.OnTriggerEnter (UnityEngine.Collider otherCollider) (at Assets/_Resources/Scripts/Pickable.cs:39) for every object that have pickable scirpt
  25. reaperkan

    SeX Games

    lol I forgot India banned 18+ content thats why couldnt load chaturbate to check oout the games, proxy to the rescue
  26. reaperkan

    SeX Games

    Interesting .. i should look for some examples of porn games then. But porn games eh brain goes null lol You are an interesting guy mate! I'd love to meet ya someday :3 but the only thing is you live on the other side of the world.
  27. OcularCash

    SeX Games

    No, I’m actually friends with a lot of pornstars and escort services bc I used to do a lot of there photography. But making visual game you can make it and throw up a price if you want and inform the stars on sites like ManyVids live. Sites like manyvids don’t have games built into there chat rooms so if they see games they can use, normally they will take it if offered. You can also ask a retweet group leader like @theserenitykay or @strawbryshrtck3 to tweet a link+game picture. Retweet groups are basically huge groups of porn models that retweet each other’s stuff to get there content noticed. Those 2 girls run retweet groups for manyvids. Telling them you will purchase content or add links to there content in the game may also increase your chances of them saying yes. But all depends on the quality of the game. For built in games using there chat CLICK HERE FOR API, chaturbate gets a ton of traffic and offers a text based game api for there chat rooms that you can sell for models essentially every game is just a list of prizes (what they do) and your game just randomly chooses an index in that list. That’s it. Then it’s just a matter of making it fun
  28. reaperkan

    SeX Games

    So to get into Porn game industry? What do you do? Do you contact pornstars directly? or whaaaaaaaaaaaaaaaaaaaaaaaaat?:3
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