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Everything posted by geckoo

  1. string _versionString = "ld26 1.0.0"; This project doesn't work (for me). I have never seen an untidy like this in an unity project. What a mess. I think you must organize your way to do. NetCode looks very interesting... Good luck ++
  2. It's an old ludumdare project - maybe 26 or 27. I like these bots. I have trying to compile this source, but I have too many errors. How do you do that? Maybe you use an older Unity version?
  3. I don't understand gameplay of this slender kit. This guy is trying catch us?
  4. These maps seem very cool for a MP. Pour une équipe française, c'est que du bon. Bon courage ++
  5. Do you have some screen shots or a video ?
  6. geckoo

    teleport a rigidbody

    Thank you for the tip, but I have been trying this attempt. It works fine, but the result isn't really pleasant - I will try again because it seems to me I have a key issue for reflection ++
  7. geckoo

    teleport a rigidbody

    if I disable this rigidbody I can't hold him This is the paradox of my problem - it's easy, but... really hard...
  8. geckoo

    teleport a rigidbody

    Ok I have been trying many things and now it works correctly, but I have another problem which seems to me just a logical ask. When player throws a GO with rigidbody inside a portal, we see the movement and a correct velocity. It's cool and FX is really fun. I will do a SandBox soon as possible. But when player holds this same GO which touches the teleport zone (but player didn't touch this portal), the first GO changes his location and returns to the player which is near to the teleport zone, the GO touches again the teleport zone and changes his location, always and always - as a loop. I think I must disable something, but I don't know what. Do you have some idea about this problem? Thank you very much for your help ++
  9. It seems to me that you have a missing script on your prefab. See your prefab. This is not a problem with your script, but with your prefab. Maybe I am wrong ++
  10. geckoo

    teleport a rigidbody

    I have been trying all - rigidbody.velocity, rigidbody.isKinematic, rigidbody.sleep... and it didn't work. How it's possible ? All works fine with my player - why we have a problem with another rigidbody ?
  11. Hi folks! In another project I use 2 camera to create a portal like in the valve's game. In this case, all works fine with Unity free version. I have associated a teleport script by OnTriggerEnter - it seems to me interesting and effect is cool for the player... and only for the player, because I can't efficiently teleport another rigidbody. It touches the teleport zone and velocity become crazy. Do you know a script to teleport a rigidbody and keep an right velocity? Thank you very much ++ function OnTriggerEnter(other : Collider) { other.gameObject.transform.position = exit.transform.position; }
  12. I'm tired - the last one was really bad ++
  13. Thank you for sharing this weapons ++
  14. Hum... I have a little problem with some comments. I don't know if you have decided to be cynical with me - maybe it's just a joke. In fact, it seems to me that it's more important to help somebody using examples than to write for him a full script. I have explained him some method, but he must work himself - I think. I don't know if he understands these simple functions. I show him the way. Now if you know the solution - please, give us, my friend ++
  15. WaitForSeconds didn't work in CS like in JS. You must create a coroutine. It's not really hard. I include always this function in my project ++ float procDuration = 2.0f IEnumerator Wait(float duration){ yield return new WaitForSeconds(duration); // do my code.... } StartCoroutine(Wait(procDuration));
  16. ray = transform.camera.ScreenPointToRay (Vector3(Screen.width/2.0,Screen.height/2.0,0)); if(Physics.Raycast(ray, hit, 100))hit.collider.gameObject.material.SetColor("_Color", Color.red); Now you got a base to create your function. Do a condition on GO when you click button mouse. In the same way - you can change size and alpha GO to create a shell around your GO, using Instantiate function ++
  17. In first, you must store all about your GO where your mouse focuses. It seems to me that you use a rayCast function in order to define a zone. After it, you can destroy the previous GO and create the same with Instantiante function. I think it's the best way, but in theory ++ http://docs.unity3d.com/Documentation/ScriptReference/Object.Instantiate.html
  18. I don't know if a petition will be helpful for someone in USA, but where I live it's not very useful. Who can change something with paper? Homewer I subscribe and sign ++
  19. geckoo


    A tiny contribution for the LD29. It's my first and this concept (not really a full game) has been developed during this week-end. The theme was "beneath the surface" - not really easy. I have used some interesting shaders and my previous script to spawn the "tiny zombies cubes". I wait some feedbacks now... I like LD - it's a good way to find many sources and interesting projects which sometimes are surprising. Did you know this crew? Bye friends ++ http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35835
  20. Today I have used NavMesh for a project which is destined to LD29 and I was really glad to discover this tool in Unity. I know OMA uses another PathFinder which seems to me really efficient, but I want understand why you like this A* and no this tool which is included in Unity. Where is the utility ? Thank for the tips ++
  21. Really good and without similarity with other turrets.. Well done ++
  22. geckoo

    Spawn wave control

    Thank you for your support. In fact I like my code, but I don't want to work as a butcher using command lines which ruin efficiency of script. In my code many options don't be available because I have searched the easiest way. I will be happy to consider your point of view, but don't search the perfection ++
  23. geckoo


    Maybe you want in fact to do another thing : http://docs.unity3d.com/Documentation/ScriptReference/Event-button.html
  24. geckoo

    Spawn wave control

    I said "it's the easiest way to(...)" and I didn't search optimization - just an easy way. I agree with you - this GameObject.Find is a sin For this type of game which uses a simple concept I play with 20 enemies in a big arena (similar to FPSKit) and I keep 150/200 fps. Optimization will be great... but not necessary to play. Another sin PS : I will be very happy notice an optimised code - a good lesson for me. Thx ++ ____________________________ In fact I have tried to change go.Find by another function, but I couldn't. I will be grateful if you can explain to me an alternative. Thx ++
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