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Everything posted by geckoo

  1. geckoo

    RagDoll and physics

    I prefer to start a new topic about this question. I have in my project an avatar. When he dies, he disappear and a similar avatar with a RagDoll appears to create a death animation. I use the same parameters (position and rotation) to smooth the difference. I have found this code in FPSKit. Finally my DeathAvatar appears in the scene, but he fly like a bat. I try to find how change this parameters. I have set the same parameters as in FPSKit, but it didn't work. I want a simple movement : he die, he falls and stop... Can you help me please ++
  2. Ok. Thank you for this advice. Finally I have created a ragdoll which works fine in my project, but (again) I try to understand something. When my player die, he fly like a bird in the scene. Sometimes even he takes off like a rocket and I don't control anything. Sure it's funny, but not really good. This result seems to me ridiculous. How we can set the force and physics with a ragdoll? In fact I want a simple result - the player die and he falls on the ground like a stone. In the inspector I have modified many settings, but result is always... strange. Thank you for your help ++
  3. Yeh Sure I can find help in this FPSkit. You are allright. Thank you very much for your advice. See you later ++
  4. DarkChaos, I understand method which you have explained to me, but I got a strange result. In fact I have a constant "earthquake" and I can't control my player. Finally he falls outside the scene. It seems to me that I have a conflict somewhere. Where is the problem? I have acted exactly as you explain. Thank for help bro ++
  5. When i try with PlayOnce, I don't know why, but this animation continues without end. I have wasted many time to understand and I don't find/fix cause of this problem. I use this alternative to avoid redundancy. Thank you DarkChaos for your help. Now I understand ++
  6. Hi friends! I have seven animations with my character to walk, jump, crouch and die. I dont use Mecanim. I want finish the death sequence with a RagDoll physics to avoid penetration in walls and ground. I have create a RagDoll configuration on my player, but I don't know how switch to enable RagDoll physics. Thank you for your help ++ animObj.animation["soldierDieFront"].wrapMode = WrapMode.ClampForever; animObj.animation.Play("soldierDieFront"); // what is the script command to switch in RagDoll mod ?
  7. Man what do you really think about this game? In fact It seems too me very annoying. We must travel in a large world - so it's cool, but where's the interest? I can do that with many games. I saw many video on the web. I don't know if exist another game so bugged like dayZ. Recently I have found a channel dedicated to this game. A guy try to find another player just to say "hello! high five!" - see result here. It's so pathetic... Have a good day bro ++
  8. Thank you for the compliment, but I think it's really... primitive If you like it, do you know Warsow? http://www.warsow.net/ I think this game is really impressive with a good and original aspect ++
  9. Finally I have fixed this code and now it works fine with Unity4. I use a player very ugly and every model in this alpha are really bad, but it's not a game... juste a concept which I can work for my own project. I understand many things and now I think I got the grade to develop a real game (just multi). I continue to learn and work on it. I search different models (maybe I can use FPSkit) and after it I must create four/five maps. I know what i will do in 2014 Thank you for your help ++ http://jeparlerusse.fr/games/lol/lol.html Я знаю, что это не очень хорошо, но мне кажется, что смогу создать интересную игру, пробуя усовершенствовать этот концепт. У меня есть так много идей, a я не знаю с чего начать и куда отправляться... Сообщу вам в недалеком будущем другие изменения ++
  10. geckoo

    A model please

    I have solved my problem like this : void LateUpdate(){ // easy way to articulate players in real axis if (thisPlayer.health >= 0){ transform.Find("SoldierX/Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1").localEulerAngles += new Vector3(0, 0, -camAngle.x); } } I don't know if it's really conventionnal, but it works
  11. geckoo

    A model please

    void LateUpdate(){ if (thisPlayer.health>0f){ if (isLocal){ GameObject aimBone = GameObject.Find("SoldierX/Bip01/Bip01 Pelvis/Bip01 Spine"); Debug.Log(aimBone.name); // OK aimBone.transform.localEulerAngles += new Vector3(0, 0, -camAngle.x); animObj.transform.localPosition = (animObj.transform.forward * camAngle.x * -0.002f) - Vector3.up; } } } I don't understand because all my player move on this axys, but I modify with this code only "spine junction" ? Where is my mistake? Don't Let Me Be Misunderstood please ++
  12. geckoo

    A model please

    Hi all! Again I need your help. In my own project I use this model just to see how it works - how I must create animations and many other features... but it seems to me very ugly and code to articulate spine is really hard to understand. Do you know where I can find a free model (or not very expensive), which I want put in my own project? Now my player moves/jump/crouch/shoot/die correctly, but I don't know how a rigged model can move vertically. In first person view, all is correct, but in the scene my player (and clones) is still in an absolute horizontal position. I need a model - I need an explanation. Thank you very much for your help - my friends. Bye ++ PS : I don't use Mecanim.
  13. Thank you Beanster. I understand. if (thisPlayer.lives>=0){ if (isLocal){ SetModelVisibility(false); // Hide our character ++ // Debug.Log("this clone is mine -"+transform.name; transform.Find("SoldierX/armorArms").renderer.enabled = false; transform.Find("SoldierX/armorBody").renderer.enabled = false; transform.Find("SoldierX/head").renderer.enabled = false; // all meshes... }else{ SetModelVisibility(true); }
  14. I have a problem with a multiplayer scene. When my player appears I can see my body as I can see others players. I try to disable renderer because it seems to me the good method, but when I search (by GameObject.find) the body of my player, finally I have many occurence - me and others players. if I disable one, I disable all... body = GameObject.Find("body"); body.renderer.enabled = false; How I can disable renderer of my player and not others ? How I can define a condition and disable ONLY my player? I have coded this first step and it works - but now... : if (thisPlayer.lives>=0){ if (isLocal){ Debug.Log("local clone"); // disable renderer }else{ Debug.Log("no local clone"); // don't do nothing } Thank you very much for help ++
  15. I need to invoke an animation in my game, but independently of all mouvements. Do you think it's possible to invoke this animation which is attached to an "animator" configuration by a script? I though create a script like this, but it didn't work : Animator anim = (Animator) FindObjectOfType(typeof(Animator)); anim.animatePhysics = true; anim.applyRootMotion = true; AnimatorController.SetAnimatorController(anim, animco); player.AddComponent(typeof(CharacterController)); anim.Play("PeopleAreStrange"); Thank you very much for help ++
  16. I don't like to play with a mobile or a tablet computer. It seems to me very annoying because I have played many years with a paddle or a keyboard/mouse. Screen size more important than quality I think. I am a regular player with DayOfDefeat or CS and these games are today very ugly. Sure ! develop a game for tablets is a great experience, but who want to play with it. In France few people likes it. PC stay the reference ++
  17. Whooa! This game seems to me very interesting. I think it's one of the most beautiful results with U3d for a MP game. Bravo ++
  18. Recently I found something just amazing and great and this code had helped me understand RPC with Unity3d. I learnt how to create connection with many users, how to manage score, GUI or LineRenderer, etc. Finally I have a basic (but pleasant) FPS with which only a browser is necessary... It's a good lesson for me. I have tried to work with another guy, but it seems really hard to find a serious and close associate. Now i have a problem to export this code in Unity4 because animations don't work in the same principe. I want to create something amazing (but free) in a browser. If this project interests you, you can contact me by a private message. I need help - I need you ++ Недавно я нашел очень интересный код, который помогал мне понять как использовать RPC с Unity3d. На самом деле этот код - прекрасный урок, чтоб создать свою собственную игру. Я попробовал сотрудничать с другим человеком, но мне кажется, что трудно найти кого-то, человека с необходимыми качествами. Я нуждаюсь в помощи, чтоб совершенствовать этот код. У меня желание создать удивительную игру. Если вам нравится этот проект, если вы желаете сотрудничать со мной, вы сможете написать мне краткий текст. Я жду вас ++ Récemment j'ai découvert un code vraiment surprenant afin de comprendre RPC sous Unity3d. J'ai appris beaucoup de choses quant aux connections des joueurs, la gestion des scores, etc. Néanmoins, j'ai un gros problème afin de migrer ce code sous Unity4, car la gestion des animations est complètement différente. J'ai essayé de travailler avec quelqu'un d'autre mais il me semble vraiment difficile de trouver une personne ayant les qualités nécessaires. Si vous souhaitez contribuer à ce projet, si celui-ci vous plaît, vous pourrez me contacter via un message privé sur ce forum. J'ai besoin d'aide - j'ai besoin de vous ++ http://jeparlerusse.fr/games/WebPlayer.html
  19. Il like it. Et en plus j'ai besoin de toi pour un projet. Je t'ai envoyé un message sur ton blog. A bientôt ++
  20. Thank for response, but it's a bit more complex like that. In this first file (originally) I have a mesh model rigged and animated with weapons attached. I want just modified this first file and keep features. With Maya, when i modified this model, I couldn't export it and import correctly in Unity. I hate this work. It's not for me. I need someone who know this application Maya ++
  21. I don't understand how use Maya to create a character and this creation is for me really annoying. In consequence, i search a modeller for my project, just to create a character using an existing model. I wanna keep the existing animations (this free model is rigged and animated). I was trying but i can't export correctly my work without errors and bugs. I can pay this tiny work. I think you understand my english is very bad. Sorry but if i can choose, I will very happy to work with a russian or a french. If you can understand me (bravo) and you speak just english, it's no a problem... See you later ++ Je ne sais pas utiliser Maya correctement et cette activité m'ennuie énormément. De ce fait, je suis à la recherche d'un modeleur pour mon projet, lequel réclame la création d'un personnage sur la base d'un modèle existant. Je veux garder les animations de ce squelette. J'ai bien essayé d'exporter mon propre travail, mais c'est une catastrophe, et je me retrouve avec un paquet d'erreurs et des bugs d'affichage. Je peux payer ce petit travail. Objectivement, considérant que mon anglais approche la nullité, j'aimerais travaillé avec un russe ou un francophone. Contactez-moi en MP si vous êtes intéressé. Merci ++ С программой Maya я не понимаю ничего. Я попробовал создать персонаж, чтоб закончить свой проект, но ничего не получается. Я использовал предыдущую работу, чтоб создать новый персонаж, но когда я хочу снова его "экспортировать", есть много проблем. Говоря попросту, мне скучно Maya и я нуждаюсь в помощи. Я могу платить вам, если вы помогите мне. Я сталкиваюсь с трудностями, чтоб объяснить точно своё желание, но среди нас будет лучше говорить по-русски или по-французски. Если моё предложение вас интересует, вы сможете мне написать сообщение Private Message. Спасибо большое вам ++
  22. geckoo

    Maya export

    Hi all. I need help to create a character based on a existing model. I explain you. In a game, code use a character with many heads and we can change it in the custom panel control. Code works like this : // this heads don't appear GameObject.Find("Head01").renderer.enabled = false; GameObject.Find("Head02").renderer.enabled = false; GameObject.Find("Head03").renderer.enabled = false; (...) if (theNetwork.localPlayer.headType == 0) GameObject.Find("Head00").renderer.enabled = true; // new code when I erase all heads except one GameObject.Find("Head00").renderer.enabled = true; I erase many features (heads and others things) but when I import again this fbx file in unity, didn't works properly. Who knows Maya to help me. I don't wanna create UV and textures and this model is rigged and animated. Thanks for help ++
  23. geckoo

    fbx format

    Thank you for this explaination. I don't know Maya. I'll try this alternative. Maybe i can found a trial version. Thank you friend ++
  24. geckoo

    fbx format

    I wanna open a FBX file with animations and mesh, but i don't know anything about SoftImage. Do you know an application to create/modify a FBX file easily ? Blender don't works correctly when I export animations. Thank you for your help ++
  25. тебя поздравляю - УРА, УРА, УРА !!!
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