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Erarnitox

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Erarnitox last won the day on June 19

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About Erarnitox

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  • Birthday 07/26/1997

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    Germany
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    Unity i guess :D

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  1. so yeah thats why in weapon manager disable the text right before you switch to the next weapon and after you disabled the old one
  2. from where does this method get called and also when does it get called? calling it once after every weapon switch should fix it, right? also where is the component placed? if its on the no weapon object it cant run once the object is deactivated
  3. double click it? ^^ looks like a syntax error so yeah a missing ; or sth. like that .... just check out whats missing i dont know what code is at that line
  4. yeah is solveable should work if you do sth. like this: // ADDON JC LEON ONLY PICKUP START public void CheckObjectForPickupOnly() { if(!weaponManager.disarmed){ _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); return; } RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, RayDistance, layerMask.value)) { Pickable pickable = hit.collider.GetComponent<Pickable>(); if (hit.rigidbody && !hit.rigidbody.isKinematic /*&& hit.rigidbody.mass <= maxMass*/ && pickable.isPickableOnly) { InteractUIPickup.SetActive(true); _canPickup = true; StaticCross.SetActive(true); } else { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } else if (_canPickup == true) { _canPickup = false; InteractUIPickup.SetActive(false); StaticCross.SetActive(false); } } // ADDON JCLEON OLY PIVKUP END hope that works not too sure tho.
  5. ah i see lol ^^ i think it got stuck in the collider of the player? cant rembre exactly but there was a way you can set up masks for the collision, just know that if you do that you will also be able to walk through it. But this is the only thing that comes to my mind... or well you could ignore player collisions until you hit something other than the player and than enable them again... But really i would just set it to where it works fine and dont worry too much about it, just keep it in mind for big objects so you can set teir pivot accordingly etc. Edit: after watching again it lookes like sth. else is going on since the grab time increases but i honestly cant tell you why im sry. Might be cheking your script again later... maybe some conditon where you have to hit the player or other collider causes this.
  6. but there are values of adjust that work? most likely nothing to do with adjust but rather disabeling something when you pick up that doesnt get enabled again when you drop or sth. like that. Im actually sorry i couldnt spot sth. at first sight... also im not quite positive if i got you correctly ... i know its annoying but a video of the issue really helps me understand things also i have sth. to do right now but will get back later
  7. yes, it should but i think this gets optimized at compile time to what i wrote anyways so its the same just easier to read when you leave that away
  8. 1) create a new script and add it to the Player Obeject and/or Prefab in scene 2) write this into the script: public class Helper : MonoBehaviour{ public GrabObjects grabObjects; } 3) drag n drop "No Weapon" into the the grabobjects slot of that script 4) the new Pickable Script should look like this: using UnityEngine; using System.Collections; using System.Collections.Generic; using EasySurvivalScripts; public class Pickable : MonoBehaviour { //[Header("JC LEON Other Scripts References Integrations")] private GrabObjects grabObjects; private TextAnimator textAnimator; [SerializeField] private string MyMessage; [Header("JC LEON Only Pickable Object Integration")] [Tooltip("thick to set object only pPickable and not Examinable")] public bool isPickableOnly;//ADDED JC LEON only pickup private void Start() { grabObjects = GameObject.FindWithTag("Player").GetComponent<Helper>().grabObjects; textAnimator = FindObjectOfType<TextAnimator>(); } public void ShowMessage() { textAnimator.Show(MyMessage); } void OnTriggerEnter(Collider otherCollider) { //If that GameObject is either static, without a rigidbody, or with a rigidbody that is also kinematic (in other words, that GameObject is not supposed to move)... //Then we call the ObjectCheck method. if (grabObjects.isGrabbing && grabObjects.GrabTime != 0.0f) { if (otherCollider.GetComponent<Collider>().gameObject.isStatic) { grabObjects.GetComponent<GrabObjects>().Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>() == null) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>()) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>().isKinematic == true) { grabObjects.Drop(); Debug.Log("ciao"); } } } } 5) test it ... not sure if that will work but i think that was the problem 6) mark this as best answer (if it works, else call me stupid or sth. )
  9. ah damn i fucked that up ^^ its on the noweapon not on the player right? So do you have any component that accesses that game object directly on the player? If not it might actually be the best to create one to be able to access it. like: public class Helper : MonoBehaviour{ public GrabObjects grabLogic; } sth. lke that and drop it on the player, then change the line in Start() where it assigns grabObjects to this: grabObjects =GameObject.FindWithTag("Player").GetComponent<Helper>().grabLogic; i know this is not very elegant but should do the trick if not ill download the kit and try to fix it there edit: make sure that you asign the NoWeapon to grabLogic (unity will grab the correct component automatically) edit2: idk why this is all red this is not on purpose but im on mobile and too lazy to change color ^^ no meaning behind that
  10. using UnityEngine; using System.Collections; using System.Collections.Generic; using EasySurvivalScripts; public class Pickable : MonoBehaviour { //[Header("JC LEON Other Scripts References Integrations")] private GrabObjects grabObjects; private TextAnimator textAnimator; [SerializeField] private string MyMessage; [Header("JC LEON Only Pickable Object Integration")] [Tooltip("thick to set object only pPickable and not Examinable")] public bool isPickableOnly;//ADDED JC LEON only pickup private void Start() { grabObjects = GameObject.FindWithTag("Player").GetComponent<GrabObjects>(); textAnimator = FindObjectOfType<TextAnimator>(); } public void ShowMessage() { textAnimator.Show(MyMessage); } void OnTriggerEnter(Collider otherCollider) { //If that GameObject is either static, without a rigidbody, or with a rigidbody that is also kinematic (in other words, that GameObject is not supposed to move)... //Then we call the ObjectCheck method. if (grabObjects.isGrabbing && grabObjects.GrabTime != 0.0f) { if (otherCollider.GetComponent<Collider>().gameObject.isStatic) { grabObjects.GetComponent<GrabObjects>().Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>() == null) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>()) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>().isKinematic == true) { grabObjects.Drop(); Debug.Log("ciao"); } } } } yeah, i think i got it, try this! I hope i dednt mess shit up since i edited that in the browser ^^
  11. dont quite get it or how this can happen but i think that creating a prefab is not really the way to go here, check why it even got dereferenced?
  12. Erarnitox

    Long time

    not sure about that i really think @OcularCash is a dude, i think he posted his real name some times as well
  13. can you make a video of the issue? It looks like the collider is only on the gameobject in scene but not on the prefab you instantiate when you drop sth. ? or there is something different going on, do you change the collider in script at some point? like set it to a trigger or deactivating it?
  14. Erarnitox

    Long time

    So yeah, when it comes to me, ive been good, there are some personal things that went on but im still working on the same project i started when i was really a noob at best. And @OneManArmy, to me you are truely a legend.... You and some others got me into computers. Geohot is to mention here as well, he got me into hacking even tho. i didnt understand any of his work until recently. When it comes to cool projects and other OG's, @OcularCash ist still around sometimes but i think hes bussy and if i remembre correctly he has kids and a family now. But he has worked on some projects: @themars2011 started around the same time as me but is a little younger than me and published his first game on steam: As well as has his own FPS-Kit now on the Asset Store: https://assetstore.unity.com/packages/templates/systems/modular-multiplayer-fps-engine-photon-2-88064 Another of the Legends was or is Tiago from DrunkenLizardGames, he got his masters Degree in Computer Science and is too busy to finish his Project So it will most likely never be released. Here are some memories: Same sad story for most other Unity3D fps games that looked cool. But if you remebre TheLegoAgapov he has released his project Red Alliance to Steam after all those years. I personally have realeased some free Tools on the Asset Store as well: https://assetstore.unity.com/publishers/29697 Would love any feedback :3 Also been thinking about setting up a github for those tools and some other ones i have developed over the years, so others can help to improve/update them etc. Dont have too much time to spend on this kind of stuff myself anymore but i still do some small changes from time to time to my project and upload to YT even tho nobody cares about it, like at all ^^ Its still something i like doing: I have also thought about asking @OneManArmy if it would be possible to make the FPS-Kit a community project to extend and update it. Since i would love to see that gaining popularity again and maybe have some talented guys working on it. Also this would be a way to give back to the community since i have learned so much from the kit myself when i started by just playing around and figuring out how everything works. When it comes to old tutorial channes they appear to be dead: TornadoTwins: https://www.youtube.com/channel/UCoT3jV5skJaRQZwwE6_1-Zw ETeeski (looks still alive :3 but is now called MasterIndie): https://www.youtube.com/channel/UCV0Jhu5jv9OsV19TmqHEt_g TechZoneTv (wasnt that good but liked to watch): https://www.youtube.com/user/TechzoneTV/videos Narutoisgreat1234: https://www.youtube.com/user/HyperShadeTutorials/videos Edit: I wasnt able to find any old "Call of Duty ind Unity3d" Videos anymore but since this is how this started with ripped models (from FacePunch/FPS-Banana etc.) and replicating Call of Duty and/or Battlefield i thought i should include something like this as well, even tho it was uploaded quite recently: Edit2: OMA used this song in an Update Video and i loved it: Textrure Pack used in OMAs first Videos: https://assetstore.unity.com/packages/2d/textures-materials/free-artskillz-texture-pack-01-351 (where he had COD weapons and killed the flying Orb etc.) Nobiax (best Texture packs): https://assetstore.unity.com/publishers/4986
  15. Erarnitox

    Long time

    beeing great and no i dont think so This community is not as popular as it once was and there are other more up to date fps kits available now. Im not even sure if OMA still has the premium kit anymore, i think the kit has transformed into his game he is working on currently:
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