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About Donmech5

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  • Birthday 07/03/1997

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  1. Salutations forum goers. I’m Don, I’ve been a part of the forum for about 3 years now. I’ve worked with Zhavier on Bullet Blackout and few other projects that were never released Anywho I’m working on a fighting game. I’m going to call it Project Lexicon for the time being. In terms of progress a few character models are done and a few tracks of music are done. Right now I really need someone who’s good at C# and can work part time. This would be a paid job. I can pay per assignment, hourly, a combination of any of the two plus rev share, whatever works for you. If you’re interested, send me some of your prior work, or a link to it, and a little bit about yourself. My email: 3dindustriesincorperated@gmail.com
  2. Mac builds won't open.

    Problem solved. I named the builds menu/pause build. supposedly when you put a / in the title it breaks unity. Took out the / and it works great. Thanks for your help.
  3. Mac builds won't open.

    Now it says sending message header failed. Now what?
  4. Mac builds won't open.

    Hey. Got another problem. So for whatever reason a unity 5.4.1 project of mine makes builds that won't load. It'll tell me that build was successful,then ill try to open it and it will open for a second then close. I tried it on a different project and it creates working builds fine. So their must be an error of some kind, but I don't see any red errors and all the yellow errors are just for some outdated code. That shouldn't make a build unusable should it? I've tried restarting the computer and getting rid of scripts to no effect. I've heard about deleting folders and having some errors like this fixed but I wouldn't know where to start. Once again any help you can offer would be appreciated. Ps this is on mac) Pss I've attached a picture of the root of my assets just incase any of them are the problem)
  5. 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; } } }
  6. Finite State Machine.

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

    Thanks a bunch
  8. 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
  9. Testers needed

    Anyway the matter is closed....
  10. 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.
  11. 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.
  12. I made a good decision reading this topic
  13. 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.
  14. 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?
  15. Help with locked door script

    Thank you very much