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About przem997

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  1. this character have any animation ?
  2. FPSKit v3 in not new, this is FPSKit 1.2 and modyfications... only new weapon and very bad blur to all move camera ...
  3. OMA, why zombie and spider can go to close garage? This is no bugs colliders ?
  4. How make than zombie not move when player is far but when player is near 10 meters than zombie script start and go to me?
  5. Where is scipt and component who generate clone of zombie and spider? Where is include position wher generate on scene zombie and spider ?
  6. Zombie and spiders can go into wall and buldings. OMA write to me that is error colliders in Unity... Maybe some script who can't go zombie and spiders to 0.1 meters to object ? or Waypoint when zombie can go... Maybe path when zombie go... I can't play with FPS when spiders and zombie can go into wall like ghoust... Is any idea to do ?
  7. in other my project day-night works all ok. thx OMA
  8. I put script to directional Light. No errors but no effects... Position and rotation Directional Light are constanst, not move and no change. I change "minutes per day" no effects any sugestion ?
  9. I put this script to "first Person Control", I create "point light" and add tag "Light" to "point Light" How to install this script ? My errors: MissingComponentException: There is no 'Light' attached to the "FirstPerson Player" game object, but a script is trying to access it. You probably need to add a Light to the game object "FirstPerson Player". Or your script needs to check if the component is attached before using it. day-night.Update () (at Assets/WeaponScripts/day-night.js:68)
  10. Multiplayer project is died or will be the next version without bugs?
  11. check if place to respawn is in terrain. Player/respawn Y position must be hight
  12. przem997

    Add new character

    I add Robot to FPSKit. Robot shot to me but can't hurt me so I add 1 line to sctipt. This line I put to "Fire" but there are problem: live go down when robot shot behind me target.SendMessage( "PlayerDamage", maximumHitPoints); How make that robot if shot and the racket hit me then start "Player Damage"? var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; var maximumHitPoints = 5.0; private var lastShot = -10.0; // Make sure there is always a character controller @script RequireComponent (CharacterController) function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform; Patrol(); } function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint); // Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer"); // Move towards our target MoveTowards(waypointPosition); yield; } } function CanSeeTarget () : boolean { if (Vector3.Distance(transform.position, target.position) > attackRange) return false; var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit)) return hit.transform == target; return false; } function Shoot () { // Start shoot animation animation.CrossFade("shoot", 0.3); // Wait until half the animation has played yield WaitForSeconds(delayShootTime); // Fire gun BroadcastMessage("Fire"); target.SendMessage( "PlayerDamage", maximumHitPoints); //ADD LINE FROM ME // Wait for the rest of the animation to finish yield WaitForSeconds(animation["shoot"].length - delayShootTime); } function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return; // Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return; lastVisiblePlayerPosition = target.position; if (distance > dontComeCloserRange) MoveTowards (lastVisiblePlayerPosition); else RotateTowards(lastVisiblePlayerPosition); var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisiblePlayerPosition - transform.position; targetDirection.y = 0; var angle = Vector3.Angle(targetDirection, forward); // Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; } yield; } } function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position); // We found the player if (CanSeeTarget ()) return; timeout -= Time.deltaTime; yield; } } function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0); var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return; // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); } function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; } // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); // Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier); // Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction); SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver); } function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least // The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward); // The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } } return best; }
  13. http://www.lemodev.com/scripting/online ... system.php FPSkit have score and i try add Online HightScore... it's free free databese: http://www.db4free.net 1 file php must configure and 1 script, i make it but not work... Maybe OMA or support want help ? [youtubehd] [/youtubehd]
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