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omard2000

Premium Member
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omard2000 last won the day on July 10

omard2000 had the most liked content!

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About omard2000

  • Rank
    PHP, C#, Unity
  • Birthday 08/20/2000

Profile Information

  • Gender
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  • Location:
    United States
  • Interests
    - PHP and C#

Recent Profile Visitors

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  1. Unity3D - "Generic" FPS - Update 1

    Looking good!
  2. Oh, alright. My bad, I misunderstood. But still, I would not work for someone if there is not a guaranteed payment, but that's just me.
  3. What you are asking is quite difficult. None/very few people will work and will get paid in "game currency". Also, be more specific when you say "Unity DEV". Finally, show progress. Show that you actually put in some effort already into the game and are not just letting other people do the work and pay them in "game currency". To me, I see no benefit helping you work on your project. The title of this post is inaccurate, there is not "profit share" from what I understand.
  4. Online game

    No problem!
  5. Online game

    You can use Photon to make your game multiplayer, there are demos included in the asset on the asset store.
  6. cannot modify pickup message fpskit 1.6

    Can you please provide the script?
  7. GitHub/Microsoft

    Good-bye free Github.
  8. Theorem

    Looks really good!
  9. My Level Design Is For Sure Improving. Feedback Needed

    Looking good!
  10. Lonely World

    Very nice!
  11. Photon Damage

    @OneManArmy - Thank you so much! It worked perfectly!
  12. Photon Damage

    @OneManArmy - I'm confused now. Because two players take the damage (sometimes)? Here is my code: FPS_Shoot.cs public void Fire (){ RaycastHit hit; Ray ray = fpsCam.ScreenPointToRay (new Vector3 (Screen.width / 2, Screen.height / 2, 0)); if (Physics.Raycast (ray, out hit, range)) { if (hit.transform.tag == "Player") { if (this.gameObject.GetComponent <PhotonView> ().isMine) { hit.transform.GetComponent<PhotonView> ().RPC ("applyDamage", PhotonTargets.All, damage); Debug.Log (hit.transform.name); } } GameObject particleClone; // particleClone = PhotonNetwork.Instantiate (hitPar.name, hit.point, Quaternion.LookRotation (hit.normal), 0) as GameObject; // Destroy (particleClone, 2); } } FPS_Controller.cs [PunRPC] public void applyDamage(int dmg){ health = health -= dmg; } I don't know where I wen't wrong.
  13. Photon Damage

    Me neither Thanks OMA! I'll take a look at this rn!
  14. Photon Damage

    @OneManArmy - thanks for your reply! So I would use if (photonView.isMine) {the shooting code here}? I don't get how I would apply the damage to only one player?
  15. Photon Damage

    Hey guys, I was wondering how to add damage to only one player. I did call an RPC, but the RPC is called by every player in the room which leads to more damage being applied. So my question is how can I only apply the damage once? Thanks, Omard2000
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