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dumad

Newbie
  • Content Count

    15
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About dumad

  • Rank
    Newbie

Profile Information

  • Gender
    Not Telling
  • Location:
    New Jersey
  • Interests
    I am a Post-FX nerd and graphics nerd

Contact Methods

  • Skype
    dimitri.duma
  1. what is the size of this map? 2000x2000? 500x500?
  2. IS there a way to have a class type selection before you spawn? And more weapons. Networking is super complicated, and I never understand it xD. Also, I noticed you used unity's new animation system. Not legacy. So how would you set up a new character. I am trying to duplicate your hero setup, but I am not sure if it is going to work. To be honest, this kit has poor documentation AND ZERO tutorials on how to change some simple things. It is one of the better fps multi player kits, but a pain in the arse to use. Gonna wait for some tutorials, maybe updates.
  3. dumad

    Aim effect fps kit?

    Thank you. This is what i need.
  4. dumad

    Aim effect fps kit?

    So i wan the gun to be blured when I aim. I created a script, but it does not work. Here is my script var aim : TiltShift; function Update() { if (Input.GetMouseButtonDown(1)){ aim.enable = true; } else{ aim.enable = false; } } But i get this error on runtime MissingFieldException: TiltShift.enable Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.FindExtension (IEnumerable`1 candidates) Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.Create (SetOrGet gos) Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.CreateSetter () Boo.Lang.Runtime.RuntimeServices.DoCreatePropSetDispatcher (System.Object target, System.Type type, System.String name, System.Object value) Boo.Lang.Runtime.RuntimeServices.CreatePropSetDispatcher (System.Object target, System.String name, System.Object value) Boo.Lang.Runtime.RuntimeServices+<SetProperty>c__AnonStorey19.<>m__F () Boo.Lang.Runtime.DynamicDispatching.DispatcherCache.Get (Boo.Lang.Runtime.DynamicDispatching.DispatcherKey key, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.SetProperty (System.Object target, System.String name, System.Object value) AimEffects.Update () (at Assets/AimEffects.js:5) any help?
  5. I did this. It still does not work. No errors pop up, just does not work. Any ideas?
  6. I added this, but it still does not work. No errors, just nothing. Anything idea?
  7. Edit: I get this error: Assets/Scripts/Damage PostFx.js(4,5): BCE0005: Unknown identifier: 'hitPoints'. and Assets/Scripts/Damage PostFx.js(6,16): BCE0020: An instance of type 'UnityEngine.Behaviour' is required to access non static member 'enabled'. I made it a seperate script. This is it: #pragma strict function Update () { if (hitPoints <= 50){ PP_Dream_Color.enabled = true; } }
  8. So (component) would be the Post fx script name? If so, thanks!
  9. How would I a enable component for a post fx in the FPS kit damage script, so when i get damage, it enables a post fx script. I know its a function code, but no clue, so can someone kindly post it, so i can learn? Thanks
  10. dumad

    Head look like Arma?

    Hey guys, If anyone has played the arma games, there is an option where to switch the normal fps view to free head look by pressing the alt key. How would I program this? Is it like a script switcher on key, or change? If possible can someone show this in the armed unity fps kit? Thanks
  11. Hello guys, I cant program squat, and I had trouble implementing the Chromatic aberration and motion blur post fx to the FPS kit damage script. Any one who helps will get credit and such. Thanks, Dumad Here is the damage script Im talking about /** * Script written by OMA [www.armedunity.com] **/ @script ExecuteInEditMode() var hitPoints : int; var painSound : AudioClip; var die : AudioClip; var deadReplacement : Transform; var mySkin : GUISkin; var explShake : GameObject; private var radar : GameObject; private var maxHitPoints : int; var damageTexture : Texture; private var time : float = 0.0; private var alpha : float; private var callFunction : boolean = false; function Start(){ maxHitPoints = hitPoints; alpha = 0; } function Update(){ if (time > 0){ time -= Time.deltaTime; } alpha = time; } function PlayerDamage (damage : int) { if (hitPoints < 0.0) return; // Apply damage hitPoints -= damage; audio.PlayOneShot(painSound, 1.0 / audio.volume); time = 2.0; // Are we dead? if (hitPoints <= 0.0) Die(); } //Picking up MedicKit function Medic (medic : int){ hitPoints += medic; if(hitPoints > maxHitPoints) hitPoints = maxHitPoints; } function Die () { if(callFunction) return; callFunction = true; if (die && deadReplacement) AudioSource.PlayClipAtPoint(die, transform.position); // Disable all script behaviours (Essentially deactivating player control) var coms : Component[] = GetComponentsInChildren(MonoBehaviour); for (var b in coms) { var p : MonoBehaviour = b as MonoBehaviour; if (p) p.enabled = false; } // Disable all renderers var gos = GetComponentsInChildren(Renderer); for( var go : Renderer in gos){ go.enabled = false; } if(radar != null){ radar = gameObject.FindWithTag("Radar"); radar.gameObject.SetActiveRecursively(false); } Instantiate(deadReplacement, transform.position, transform.rotation); yield WaitForSeconds(4.5); LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.black, 2.0); } function OnGUI () { GUI.skin = mySkin; var style1 = mySkin.customStyles[0]; GUI.Label (Rect(40, Screen.height - 50,60,60)," Health: "); GUI.Label (Rect(100, Screen.height - 50,60,60),"" +hitPoints, style1); GUI.color = Color(1.0, 1.0, 1.0, alpha); //Color (r,g,b,a) GUI.DrawTexture(new Rect(0,0,Screen.width, Screen.height), damageTexture); } function Exploasion(){ explShake.animation.Play("exploasion"); }
  12. Is that so? Well it is not finished anyway, Something to give a futuristic look. Probably change it later
  13. SPACE SIM 3D The new in space simulation Hello guys, I have created a space sim recently, and I feel like it can be expanded. Here is the link to the Topic: Here I need people to help create and expand the space sim. People I need: Programmer Modeler Thats about it really! If you join, I will give you a free copy of UFPS and Unity Space Kit (A $100 deal or so) If you want to lend a hand, tell me! Private message me or email me: dimitri.duma@gmail.com Thanks for reading!
  14. SPACE SIM 3D The new in space simulation I have created a space simulator in unity3d. It is very simple now, just a basic ship with basic controls. As of now, you can only shoot lasers and fly around. Features Realistic Physics/space physics Great graphics First Person View Lasers WebPlayer: Webplayer Link : Click here Download Link (For best optimization/settings) Click here for download. Thanks for looking. Try it out!, great for something you just wanna jump into! Edit: Wanna join and help expand it? Click here to check it out!
  15. Hey guys i have a urgent problem So i have some Post fx I add to the camera (Main Camera OR Weapon Camera) but when i add it, the screen flips! It messes it up and it has been causing problems. Any fix or am i doing something wrong?
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