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About AusAndrew

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  • Birthday 05/01/1992

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  • Location:
    Adelaide, Australia
  • Interests
    Unity3D, World of warcraft.
  1. befor you get so protective and think your all something you not.. The Environment is "Big Environment Pack" The Main Character is a Purchased Character. The Scripts are mine i followed a tutorial.. So befor you say shit you have no idea on gtfo
  2. Yeah lol i posted it twice instead of posting other... lol the other was basicly the same but less code but still nothing
  3. i tryed function Update () { if(Input.GetKeyDown("1")) animation.CrossFade("attack 1"); } this doesnt play at all... also tryed function Update () { if(Input.GetKeyDown("1")) animation.CrossFade("attack 1"); } Same thing.. Will not play this way
  4. function Update() { if(Input.GetKeyDown("1")) { // Plays the animation - stops all other animations animation.Play("attack 1", PlayMode.StopAll); } } This Will only play the first like 5 frames of my animation.. I have tested the model with the animation in a new Project with only the model/animation and the animation plays fine. I have tested it on "Enemy" It works. but when i press "1" The model will play like 0.3% of the actual Animation and then stop.. I have to spam the button like 5 times so it plays but its so choppy.. and hay who wants to press a button 5 times to achieve one animation to play. Does anyone know how to correct this issue?
  5. New Project I'm working on i thought i should come on here and show you guys some screenshots and whats to be included //****Project Trinity**** //|||||||||||||||||||||||||||||||||| // ****things To Be Included.**** //|||||||||||||||||||||||||||||||||| //**** Gathering **** //**** Crafting ***** //**** Fast Travel System **** //**** Save/Load Feature **** //**** Co-Op **** //|||||||||||||||||||||||||||||||||| //**** Already Included **** //|||||||||||||||||||||||||||||||||| //**** New Camera System **** //**** New Character System **** //**** Inventory System **** //**** Spell System **** //**** Quest System **** //**** Leveling System **** //**** Experience Points **** //**** Way-points / Locator HUD **** //**** Buying/Selling **** Video: Just A Preview [youtubehd]http://www.youtube.com/watch?v=uAtyBtzUrT8[/youtubehd] UPDATE: New Inventory System-Better Spell System-Combat System Now Includes Trail Renderers For Weapons. UPDATE: Added Way-point "Locator System" Currently Working On Weather System. "Storms/Lightning/Clouds/Rain" Pretty Tricky UPDATE: Weather System 100% Progress: Adding Mana/Energy Bar with full functionality. UPDATE: Added Health System UPDATE: Quest System Now Implemented!! Leveling and Experience!
  6. Is there a way to make this an actual New GUI instead of using built in GUI?
  7. This Camera Script Is For A Third Person RPG. Zooms in and out with scroll wheel on mouse. fully adjustable.. Took me a bit to get working and searching so i hope someone here can benefit from this Make Sure To Name The JavaScript as "Wow Camera" no quotation marks to reduce the chance of errors var target : Transform; var targetHeight = 2.0; var distance = 5.0; var maxDistance = 20; var minDistance = 2.5; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; var zoomRate = 20; var rotationDampening = 3.0; private var x = 0.0; private var y = 0.0; @script AddComponentMenu("Camera-Control/WoW Camera") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } function LateUpdate () { if(!target) return; // If either mouse buttons are down, let them govern camera position if (Input.GetMouseButton(0) || Input.GetMouseButton(1)) { x += Input.GetAxis("Mouse X") * xSpeed * 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; // otherwise, ease behind the target if any of the directional keys are pressed } else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) { var targetRotationAngle = target.eulerAngles.y; var currentRotationAngle = transform.eulerAngles.y; x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime); } distance -= (Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance); distance = Mathf.Clamp(distance, minDistance, maxDistance); y = ClampAngle(y, yMinLimit, yMaxLimit); var rotation:Quaternion = Quaternion.Euler(y, x, 0); var position = target.position - (rotation * Vector3.forward * distance + Vector3(0,-targetHeight,0)); transform.rotation = rotation; transform.position = position; } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); } Have Fun!
  8. AusAndrew

    GUI Problems.

    Hi Guys... I'm trying to add a function to this GUI script. When i click "Play" I Want it to load Level. When I Click "Quit" I want it to exit the application. This is the script. var doWindow2 = true; var mySkin : GUISkin; var bgImage : Texture; private var windowRect2 = Rect (20, 20, 350, 500); private var scrollPosition0 : Vector2; private var scrollPosition1 : Vector2; private var HorSliderValue = 0.5; private var VertSliderValue = 0.5; private var Toggle0 = false; private var Toggle1 = false; private var Toggle2 = false; //bringing it all together function DoMyWindow2 (windowID : int) { GUILayout.Space(8); GUILayout.BeginVertical(); GUILayout.Label("Welcome To Project 22B"); GUILayout.Label ("Information.", "HeaderText"); GUILayout.Label ("Welcome To Project 22B... This Is A Test!.", "PlainText"); GUILayout.Space(8); GUILayout.Label ("Are You Ready!!!", "HeaderText"); GUILayout.Label ("Good Luck And God Speed.!.", "PlainText"); GUILayout.Space(190); GUILayout.Label ("Ready?", "HeaderText"); GUILayout.BeginHorizontal(); GUILayout.Button("Play."); GUILayout.Button("Quit."); GUILayout.EndHorizontal(); GUILayout.EndVertical(); } function OnGUI () { GUI.skin = mySkin; GUI.DrawTexture(Rect(0,0,Screen.width,Screen.height), bgImage); if (doWindow2) windowRect2 = GUI.Window (2, windowRect2, DoMyWindow2, ""); //now adjust to the group. (0,0) is the topleft corner of the group. GUI.BeginGroup (Rect (0,0,100,100)); // End the group we started above. This is very important to remember! GUI.EndGroup (); } I thought adding to on GUI Function. if (GUILayout.Button ("Play")) { Application.LoadLevel("1"); } if (GUILayout.Button ("Quit")) { Application.Quit; } but this creates two total new buttons. (yes they work) but there not the buttons i want... hopefully someone here can try to help. (also created a update function and that just wouldnt compile at all.. Kept saying you cant call GUI outside of the sub.) Thanks.
  9. Hi Guys... I Exported soldier from Bootcamp imported into FPSKIT... Then i used ZombieAI Script On him... actually works.. He shoots and hits me and it can kill me... But im trying to figure out how would i make the zombie not attack unless he can like see me... Cos i had to turn up his range to attack for it to look like he is shooting me.. But he shoots through walls.. any info is appreciated.
  10. Recoil = KickGO in FPSKIT i just figured it out... There is no variable for RunPos...
  11. how to add the effect when i sprint my gun will drop to my waste on when i stop sprinting it will go back to normal. thanks! any info is appreciated alot thank you
  12. Hey this is fantastic! "Shipment model" Just found that today ... May i ask how you acomplished when you click shit to sprint the weapon lowers? Thats a really cool effect i would love to get!
  13. This happened to me when i imported the Bumb terrains... from this site.. i had to re install unity to get it back to work... i dont know if you did this but it happend to me because of that.
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