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geckoo

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Everything posted by geckoo

  1. geckoo

    Animation problem

    Hum... this is really strange, but it can perhaps works. I will try it today. Thank you OcularCash ++
  2. geckoo

    Animation problem

    Thank you for your first explanation. I think I got another problem. When I launch this project, I can read this first information : Upgrading project. After upgradind the project, you can not open the project with older versions of Unity anymore - and I do that... After it, during execution, many errors appear - the animation state idle (or crouch, run, jump...) could not be played because it couldn't be found! and my character moves like a drunk spider With U3d 3.5 - all works fine. What is this problem? I don't understand ++
  3. geckoo

    Animation problem

    if (thisPlayer.health>0f){ if (yMove == 0f){ if (moveVec.magnitude>0.1f){ if (crouched){ animObj.animation.Play("crouchrun"); }else{ animObj.animation.Play("run"); } if (Vector3.Dot(moveVec, lookDir)<-0.5f){ animObj.animation["crouchrun"].speed = -1; animObj.animation["run"].speed = -1; }else{ animObj.animation["crouchrun"].speed = 1; animObj.animation["run"].speed = 1; } }else{ if (crouched){ animObj.animation.Play("crouch"); }else{ animObj.animation.Play("idle"); } } }else{ if (yMove>0f){ animObj.animation.Play("rise"); }else{ animObj.animation.Play("fall"); } } }else{ animObj.animation.Play("die"); } Hi friends! I have a script with this code inside to create animations, but it dosn't works because it was created on U3d 3.5 and I got 4.2 Do you know how we can fix this problem? Maybe I can find somewhere a free character with this sequence, only for try and understand the movement function. Thank you very much for the help. See you later ++
  4. geckoo

    Unity server

    Ok. I wait. Thx ++
  5. Whoa! You are a great compositor. This music really appropriate in game. Thank for sharing ++
  6. geckoo

    Unity server

    What's happened with the unity master server ? Doesn't works or I have a problem here? Thanks ++
  7. geckoo

    SuperHot FX

    Thank you for this correction. I corrected ++
  8. Where we can found this tool please ?
  9. geckoo

    Aim JS Script

    Thank for sharing. With your script I can underdstand the method to move a weapon. Good lesson ++
  10. We can not summarize the Hack has only one method. When I was playing CS, most hack came from OpenGL libraries modified to see through walls (wallhack). We only change a few variables in the library and recompiled (OpenGL is open source - it's an easy way). You need to unpack the library or executable, find the sequence (in ASM it's really hard) and change some variables ... the only way to avoid the hack is to treat its files with MD5, knowing that any sequence change causes a different MD5. If this is not the same, the player is cheating (or he use a different version of this game). The majority of users are guys who have found a program on the net. Difficult to fight against it + +
  11. It's not the best way to create a multiplayer game, but you can find many lessons about netCode with this video tutorial. This guy is really skilled. Bye ++ http://www.gamertogamedeveloper.com/
  12. If you wanna try this concept on another game, i wrote a tiny script to create a similar physics effect. I like too this game and i will buy it if they keep this concept simply. I hope a next demo - maybe ++ http://armedunity.com/topic/5276-superhot-fx/
  13. geckoo

    SuperHot FX

    I understand your point of view Mars2011 and you're right. I need some help. Thx. If you see another mistake, say it. I wanna know how increase my understanding for develop in JS. Don't forget i am a beginner ++
  14. geckoo

    SuperHot FX

    Yeah? Explain to me. Plz How can i reduce this problem?
  15. geckoo

    SuperHot FX

    A small script to create a physical effect similar to the game SuperHot. Velocity of movement sets the variable Time.timeScale and affects animations and sounds in the game. Time.timeScale oscillates between 0.1 and 1.0 and the mouse create a small slide. This script works fine with the FPS_Tutorial. I hope you like this... A special thanks to those who helped me during the development ++ // ---------------------- variables var curTimeScale : float; var maxTimeScale : float = 1.0; var minTimeScale : float = 0.1; var AxisOnTTSMax : float = 2.0; var fovMax : float = 63.0; // ---------------------- function Update() { // we cannot be unless 0.1 if (Time.timeScale < minTimeScale) Time.timeScale = minTimeScale; else{ Time.timeScale = Mathf.Lerp(SuperHotFX(), curTimeScale, minTimeScale); if (Camera.main.fieldOfView >= fovMax) Camera.main.fieldOfView = fovMax; } // mouse axis increase Time.timeScale ++ if(Input.GetAxis ("Mouse X") != 0.0 || Input.GetAxis ("Mouse Y") != 0.0){ Time.timeScale = Time.timeScale + maxTimeScale / AxisOnTTSMax; } // we cannot increase Time.timeScale more than 1.0 if (Time.timeScale > maxTimeScale) Time.timeScale = maxTimeScale; SlowMotionSound(); FXfov(); } // Time.timeScale is calculated by the velocity function SuperHotFX () { var controller : CharacterController = GetComponent(CharacterController); var overallVelocity : Vector3 = controller.velocity; overallVelocity = Vector3(controller.velocity.x, controller.velocity.y, controller.velocity.z) / maxTimeScale; var overallSpeed : float = overallVelocity.magnitude; if (overallSpeed > maxTimeScale) return maxTimeScale; else return overallSpeed; } function FXfov() { // smoothy fov Camera.main.fieldOfView = Camera.main.fieldOfView + (Mathf.Lerp(SuperHotFX(), curTimeScale, .1) * .5); } // all sounds are affected by the Time.timeScale function SlowMotionSound() { var aSources = FindObjectsOfType(AudioSource); for (aSource in aSources) aSource.pitch = Mathf.Lerp(SuperHotFX(), curTimeScale, .1) + .2; }
  16. I tried this alternative, but curiously, despite the logic, the pitch of the background music is always defined by Time.timeScale. // all sounds are affected by the Time.timeScale // but i want keep only one music with a constant Time.timeScale 1.0 function SlowMotionSound() { var aSources = FindObjectsOfType(AudioSource); for (aSource in aSources) if (aSource.name != Track.name) aSource.pitch = Mathf.Lerp(SuperHotFX(), curTimeScale, .1) + .2; else aSource.pitch = 1.0; } I don't understand how i can fix this problem. Thank you for help ++
  17. Again an answer. How create an exception in a loop "for" ? Thx for help ++ // all sounds are affected by the Time.timeScale // but i want keep only one music with a constant Time.timeScale 1.0 function SlowMotionSound() { var aSources = FindObjectsOfType(AudioSource); for (aSource in aSources) // if (aSource.name == ThisString) aSource.pitch = 1.0; <<<< aSource.pitch = Mathf.Lerp(SuperHotFX(), curTimeScale, .1) + .2; }
  18. Hum now i understand. I must attach it on the sound file. It's so easy... I'll try. Thx спаситель мой
  19. Извини меня друг мой, я не мог объяснить точно на английском языке свою проблему. Я хочу независимо от Time.timeScale сохранить для одной музыки audio.pitch = 1.0. Остальные звуки изменяются когда я двигаюсь. Понял ли ты ? человек двигается - Time.timeScale = 1.0 and audio.pitch = 1.0 человек не двигается - Time.timeScale = 0.1 но я хочу ещё audio.pitch = 1.0 (just for one ambiant music) // ---------------------- variables var Track : AudioClip; // if you want a background sound var curTimeScale : float; var maxTimeScale = 1.0; var minTimeScale = 0.1; var AxisOnTTSMax = 2.0; var fovMax = 63; // ---------------------- function Update() { // we cannot increase Time.timeScale +1.0 if (Time.timeScale < minTimeScale) Time.timeScale = minTimeScale; else{ Time.timeScale = Mathf.Lerp(SuperHotFX(), curTimeScale, minTimeScale); if (Camera.main.fieldOfView >= fovMax) Camera.main.fieldOfView = fovMax; } // mouse axis increase Time.timeScale ++ if(Input.GetAxis ("Mouse X") != 0.0 || Input.GetAxis ("Mouse Y") != 0.0){ Time.timeScale = Time.timeScale + maxTimeScale / AxisOnTTSMax; } SlowMotionSound(); FXfov(); } // Time.timeScale is calculated by the velocity function SuperHotFX () { var controller : CharacterController = GetComponent(CharacterController); var overallVelocity : Vector3 = controller.velocity; overallVelocity = Vector3(controller.velocity.x, controller.velocity.y, controller.velocity.z) / maxTimeScale; var overallSpeed : float = overallVelocity.magnitude; if (overallSpeed > maxTimeScale) return maxTimeScale; else return overallSpeed; } function FXfov() { // smoothy fov Camera.main.fieldOfView = Camera.main.fieldOfView + (Mathf.Lerp(SuperHotFX(), curTimeScale, .1) * .8); } // all sounds are affected by the Time.timeScale function SlowMotionSound() { var aSources = FindObjectsOfType(AudioSource); for (aSource in aSources) { aSource.pitch = Mathf.Lerp(SuperHotFX(), curTimeScale, .1) + .12; } } // for an eventually background music/sound function PlayAudioClip (clip : AudioClip, position : Vector3, volume : float) { var go = new GameObject ("One shot audio"); go.transform.position = position; var source : AudioSource = go.AddComponent (AudioSource); source.clip = clip; // source.Priority = 0.0; // priority source.volume = volume; source.pitch = 1.0; source.Play (); Destroy (go, clip.length); return source; } Хочу независимо от всего всегда слышать только одну музыку с Time.timeScale = 1.0 and audio.pitch = 1.0
  20. In a program I use controller.velocity to change the variable Time.timeScale (see for example SuperHot game). The code works well. The sounds are changed and the effect makes a good slide. I have another problem. I try desperately to keep one track (background music) with a Time.timeScale equal to 1. I can not maintain its independence. It is inevitably influenced by the general Time.timeScale. Is there a way around this obstacle? I tried using a static variable, but it does not work. Thank you very much for your help + +
  21. Best way is pretty simple : Create a FPS player using the first camera. Create a second camera like in tuto with minimap - smoothfollow (you can find it on the web). Use a transition script when you press a key... Here you can find many scripts to understand JV - it's a good lesson ++ http://wiki.unity3d.com/index.php?title=Scripts
  22. geckoo

    Time.timeScale

    Молодец !!! Ещё раз ты помогал мне браток. Огромное спасибо тебе ++
  23. geckoo

    Time.timeScale

    Again i got an answer. How i can affect the Time.timeScale using the mouse - button and axis ? I search a code or an explanation about this function but nothing i found. Have you some idea ?
  24. geckoo

    Time.timeScale

    I found the solution to keep a fluid animation like in SuperHot game. Must change some values on board "Edit / Project Settings / Time" Fixed Timespeed 0.02 to 0.006. It's work fine ++
  25. geckoo

    Time.timeScale

    I found a solution with your help, and it works pretty well, but I have another problem with the animations, which remain at 24 fps per second. As a result, there is a jerk when Time.timeScale is ten times lower. How to solve this problem to gain fluency. Thank you to you + + var curTimeScale : float; var maxMoveSpeed = 1.0; function Update(){ if (Time.timeScale < .1) Time.timeScale = .1; else Time.timeScale = Mathf.Lerp(SuperHotFX(), curTimeScale, .1); } function SuperHotFX (){ var controller : CharacterController = GetComponent(CharacterController); var overallVelocity : Vector3 = controller.velocity; overallVelocity = Vector3(controller.velocity.x, controller.velocity.y, controller.velocity.z) / maxMoveSpeed; var overallSpeed : float = overallVelocity.magnitude; if (overallSpeed > maxMoveSpeed) return maxMoveSpeed; else return overallSpeed; }
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