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christianlls1

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christianlls1 last won the day on October 23 2017

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About christianlls1

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    Mars

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  1. you can use CompareTag if you are just trying to find the tag name and not change it. also, have you made sure toggle is true?
  2. Looks interesting, hope to see you continue the series
  3. At this point, I genuinely hope this is a troll. You think trump stole your "slogan"? you must know president Ronald Reagan used that campaign slogan as well in 1980. Also, why not use this site as a type of consensus, to see how to public will react to your game. Overall, it looks negative. It takes a very dull person to not realize that they're doing something wrong when dozens of people are trying to help them. And please stop trying to hype your game up by saying things like "the new model that no one has seen yet is the best!", just show us.
  4. That doesn't work, it stops me from being able to attack at all using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterStats))] public class Enemy : Interactable { PlayerManager playerManager; CharacterStats myStats; void Start() { playerManager = PlayerManager.instance; myStats = GetComponent<CharacterStats> (); } public override void Interact() { base.Interact (); CharacterCombat playerCombat = playerManager.player.GetComponent<CharacterCombat> (); if (playerCombat != null) { //playerCombat.Attack (myStats); //player attacks enemy AttackTarget(); } } public IEnumerator AttackTarget () { while (true) { CharacterCombat playerCombat = playerManager.player.GetComponent<CharacterCombat> (); playerCombat.Attack (myStats); //player attacks enemy yield return new WaitForSeconds(1); } } } What am i doing wrong?
  5. I'm trying to remake Runescape's combat system, if you're unaware of what that is i'll explain simply. Whenever you attack an enemy, it automatically attacks the enemy after each cooldown is over without any additional input. I'm overriding my "Interact" function to call the attack whenever i click on the enemy, but that only attacks once. I want it to continue attacking as long as the enemy as health or i click away. Any ideas on how to fix this? using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterStats))] public class Enemy : Interactable { PlayerManager playerManager; CharacterStats myStats; void Start() { playerManager = PlayerManager.instance; myStats = GetComponent<CharacterStats> (); } public override void Interact() { base.Interact (); CharacterCombat playerCombat = playerManager.player.GetComponent<CharacterCombat> (); if (playerCombat != null) { playerCombat.Attack (myStats); //player attacks enemy } } }
  6. Starting from scratch does seem intimidating, maybe you can join a team and tell them your strengths. That way you don't have to make models, sounds, fx, and map design and you'll possibly be a little more motivated. I would also say, forcing yourself into making something might not be enjoyable
  7. im not familiar with the package so ill try to help you rule out the basics. do you have a nav mesh on your terrain? and is your player tagged properly?
  8. I want to help but i dont understand the problem. the AI isn't moving or shooting?
  9. @ajayaj8 this was posted in 2014, and he even told you how to use it EXACTLY.. What are you having troubles with?
  10. very well done. what skybox and grass did you use?
  11. hey, have you ever created a HUD? even a simple mockup one would be nice, im very new and i dont really want to just copy another popular game's HUD trying to create my own. if youre interested, let me know and ill tell you everything i would need on it
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