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About Donmech5

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  1. I've been at this for the better part of a month and I just can't figure it out. I'm trying to activate the Ui on a button press and so far it isn't working. Any help would be appreciated. using UnityEngine; using System.Collections; using UnityEngine.UI; public class PauseMenu : MonoBehaviour { public bool IsPaused; public GameObject Pausemenu; void Start(){ //IsPaused = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { Pausemenu.SetActive (true); PauseToggle(); } } public void PauseToggle(){ if (IsPaused = false) { Pausemenu.SetActive (true); Cursor.lockState = CursorLockMode.Confined; Cursor.visible = true; IsPaused = true; } else if (IsPaused = true) { Pausemenu.SetActive (false); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; IsPaused = false; } } }
  2. Finite State Machine.

    My other question would be how to switch between the states. preferably on a button press.
  3. Finite State Machine.

    Thanks a bunch
  4. Finite State Machine.

    I'm trying to make a smash styled fighting game. Trying to use states. its not going to well. My big problems are. 1. Transitioning from state to state. 2. I want standard states for all characters but the action within said states to be individual. e.g. if one character does a punch their punch can combo into a second punch while another character only has one. I'm trying to make a decent framework so that when I start production in earnest all I'll have to do is drag and drop. Thats the plan at least. I included my script in the bottom. pretty sure its garbage though. Any help offered would be appreciated. Character.cs
  5. Testers needed

    Anyway the matter is closed....
  6. Testers needed

    Your time is valuable so ill be brief. I need to test some multiplayer maps and single player maps for a fps. and i need some dedicated testers. This is a test for the basic map design and mechanics of the individual maps as opposed to the game as a whole. Basic mechanics have been settled on (running, shooting, iron sights, etc.) we wanted to lock these down before commuting to any major additions. Right now i need to make sure that these maps play well on a level that can be expanded upon down the line. in the mean time we’re using ufps and its easy out of the box multiplayer. Ill need 15 multiplayer testers. They'll need to submit their age,Skype/email, favorite game,availability,(in pacific time please) and they will need to agree to an Non Disclosure Agreement Testing will include sessions of team death match with a survey afterward. These can go on for up to 2 hours. to apply pm or email at this address. 3dindustriesincorperated@gmail.com (its my personal email. I'm not a corporate entity....yet....mwahahahahhaha) I have more information available to those who are interested. we don't want too much floating out there cause you can only make one first impression.
  7. I need more team-mates for my indie Halo game

    Ive done a tiny bit of pvp and hub area level work for bullet blackout. This seems up my alley.
  8. I made a good decision reading this topic
  9. Damage on collision.

    Thanks you guys i ended up going with this for now. using UnityEngine; using System.Collections; public class AttackBox : MonoBehaviour { public float damage; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } /*void OnCollisionStay(Collider other) { other.GetComponent<Health> (); { other.Health.current = other.Health.current-damage; } }*/ void OnCollisionEnter (Collision col) { if(col.gameObject.GetComponent<Health> ()); { col.gameObject.GetComponent<Health>().Current = col.gameObject.GetComponent<Health>().Current -= damage; } } } im going to adjust it later so it tells the hit player to play an animation and/or change its current state. from normal to stunned etc.
  10. Damage on collision.

    so ive spent hours on this as well and it seems simple but for whatever reason the particular implementation i'm looking for isn't showing itself this is what i have. using UnityEngine; using System.Collections; public class AttackBox : MonoBehaviour { public float damage; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnCollisionStay(Collider other) { other.GetComponent<Health> (); { other.Health.current = other.Health.current-damage; } } } this script would be on the players fist and once this fist collided with an enemy hit box the enemy would lose health. i want to designate the collided enemy as the one losing health. any ideas?
  11. Help with locked door script

    Thank you very much
  12. Help with locked door script

    so I've been working on this script for about 4 weeks now. for whatever reason it dosent work. what i wanted was for the lock to check if the player has a key in its hand and is standing inside the trigger. then door script gets unlocked. please help. using UnityEngine; using System.Collections; public class LockedDoor : MonoBehaviour { public GameObject Door; public Behaviour doorscript; public Behaviour key; public bool haskey; public bool inrange; public KeyCode fireKey = KeyCode.E; public float doornum; // Use this for initialization void Start () { haskey = false; doorscript = Door.GetComponentInChildren<opendoor> (); } // Update is called once per frame void Update () { if (haskey = true) doorscript.enabled = true; if (haskey = false) doorscript.enabled = false; } void OnTriggerEnter(Collider other) { if (other.tag == "Player") { inrange = true; } } void OnTriggerStay(Collider other) { if (other.GetComponentInChildren<DoorKey> () && other.GetComponentInChildren<DoorKey> ().keynum == doornum) { haskey = true; } } void OnTriggerExit(Collider other) { if (other.GetComponentInChildren<DoorKey> ()) { haskey=false; } if (other.tag == "Player") { inrange=false; haskey=false; } } void Check() { } }