Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

KrypTik_Sweller

Member
  • Content Count

    74
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by KrypTik_Sweller

  1. The UI button is supposed to "decode" an engram similar to in destiny. What it is supposed to do(which it does fully the first time): -delete the engram from player inventory -randomly select a weapon from a list of weapons of the same class -debug.log("decoded") right before menu pops up -open a menu displaying an image of the decoded weapon What it does every time after the first time: -deletes the engram from player inventory -opens a menu displaying an image of the weapon FROM the first time you decoded an engram - no debug.log (it only shows once in log while the rest of the script still opens the menu after that line when i press the button again) here is a code dump of the public void called on when the weapon is decoded: public void DecodeEngram(string type) { //deleting the engram after decode button pressed if (type == "Scrap") { PlayerInv.Engrams[0] -= 1; } if (type == "Common") { PlayerInv.Engrams[1] -= 1; } if (type == "Rare") { PlayerInv.Engrams[2] -= 1; } if (type == "Mythic") { PlayerInv.Engrams[3] -= 1; } if (type == "Dark") { PlayerInv.Engrams[4] -= 1; } Debug.Log("decode"); //debug ^^ and randomly selecting weapon of same class \/\/ WeaponIndex[] allWeapons = FindObjectsOfType<WeaponIndex>(); int totalOfType = 0; foreach (WeaponIndex cur in allWeapons) { if (cur.Rarity == type) { totalOfType += 1; weaponOfType[totalOfType - 1] = cur; } } int chance = Random.Range(0, totalOfType - 1); SelectedWeapon = weaponOfType[chance]; EngramDecode.SetActive(true); //opens the menu WeaponIconImage.sprite = SelectedWeapon.WeaponIcon; //sets image in menu to selected weapon icon }
  2. If you want some basic cool and custom looking banner art done similar to my profiles' banner art Just give me some guidelines and maybe a reference and ill see what I can do. I do not do people or characters. I basically do logos and wallpaper style designs and if desired I can attempt a 3d design as well. I could also attempt a custom profile photo. Mine is an example
  3. Lmao Looks great though man, you should post one now that you're better, would love to see it! Keep up the good work
  4. German HK433 Military Rifle Same as my other 3d models, free to use non-commercially. so if it's a free game you're making Just give me credit somehow. DOWNLOAD HERE For the short mag version DOWNLOAD HERE Thanks for all the support guys!
  5. Same as my other gun free to use except in commercial games. Don't say you made it just give me credit somehow. DOWNLOAD HERE
  6. Both look great but the barrel cover is not complete on either one, but other than that it looks Awesome great job!
  7. I'm not sure what you're talking about. I have multiple other projects and posts/assets entirely unrelated to OMA's fps kit, and yes I do use his kit when ever I make a single player fps game as I'm not a full time game designer this is just a hobby of mine for my free time. I'm a very busy person and it just saves me the time of starting from scratch. Which by the way I have had other projects in the past where I did start from scratch and all my multiplayer fps games I dabbled with were also made from scratch. I just enjoy doing this for fun, it bothers me that you feel better than me or anyone else and felt the need to put someone down for something they enjoy.
  8. If you remember my first zombies game made with the kit was basically crappy version of call of duty zombies, well now I have made it slightly more fun in my opinion. There are currently only 2 maps, the original Nazi base map which has a new room, new weapons and no longer has the broken mystery box. Some aspects of the map were changed for the purpose of flow and a few glitches were patched as well as new features like auto reload and a low ammo warning. I also added engrams that can drop random weapons from the zombies when you kill them basically like destiny. I also added a few weapons from destiny that you can get as well as a few other weapons from world war 2. Also added in a new perk in the new room. The bosses have a better and higher engram drop rate. The other map is a mixture of borderlands and some destiny aspects, mostly out in the open and only 1 perk in that map. the enemies are not Germans in this map they are borderlands style enemies. also has destiny weapons and the ww2 weapons and boss rounds. but in this map the only way to get new guns is through engrams. Just for fun not any other reason or commercial use at all. DOWNLOAD for more photos go to here and scroll down to previous project: http://clayschrome.wixsite.com/portfolio/my-work
  9. This model is made by me, Its a rough model of Jagers weapon from Rainbow Six Siege, If you use it just give me credit some how. 3 parts, main gun, sights, and mag, but feel free to join them together I just thought it would be easier if they were separate. File is at the bottom of this form, .blend file. -ADS- DOWNLOAD- HERE
  10. I'm glad you like it, thanks for the feedback! tell me what level you got to if you play it
  11. This is a battleship defense game that is based on a tower defense style tutorial, not really for commercial use just something i was working on from a tut. the game currently has 9 levels, I hope to add in an infinite mode where you just survive as long as possible. The levels progressively change after each level, whether its adding in a new turret or a new enemy or taking off training wheels, it changes. later on the enemies actually start to shoot back at your ships so be warned. If you would like to see more information on each individual turret click on the index page on the main menu and read away. until i get a webpage up with the index, I suggest that you have 2 windowed windows of the game open so one can be the index and the other is the game itself so you can easily reference it. eventually ill add in a desc option in game. Video: here You can download the game for android or PC here: https://clayschrome.wixsite.com/apps
  12. Thanks for the feedback, Ill be using all the feedback I can to better the game
  13. if you are asking for it to be able to use 2 animations, one for normal and one if empty just goto where it activates the reload in the weapon script and copy everything then make an if-else statement, paste all that in the else and paste it again under the if, except change the animation it plays to the other animation you want. you could do like public class reload if (reloadTactical == true){ put script to reload tactical here } if (ammo = 0){ put script to play empty reload here } if (reloadTactical == false && Ammo > 0){ put normal reload script for playing the default animation here } btw thats just a concept, do not try actually copying and pasting that it will not work
  14. Sorry for Bad frame Rate, i'm using a laptop. Music is from the portal 2 OST: Portal2-02-Concentration_Enhancing_Menu_Initialiser Portal2-01-Science_is_Fun Portal2-04-The_Courtesy_Call Most of the assets are place holders, the game is mostly just a concept right now, just wanted some input from you guys. The game saves your health, inventory, location, level and XP. Which transfers through out the scenes. The game not even near a alpha, input would be appreciated. possible multiplayer similar to destiny style with the inventory system.
  15. Thanks, I did find a way, but it is not as efficient as this, Thanks everyone for helping
  16. I found it out i had to essentially just seperate everything more, use this https://unity3d.com/learn/tutorials/topics/scripting/getcomponent here is the new code: private var weaponIndex : WeaponIndex; private var Primary : int; weaponIndex = weaponsInUse[0].GetComponent("WeaponIndex"); Primary = weaponIndex.setWeapon; PlayerPrefs.SetInt("Primary", Primary);
  17. Thank you for submitting but sadly it did not work
  18. this is the Error I get: Assets/_Resources/Scripts/Player/WeaponManager.js(58,12): UCE0001: ';' expected. Insert a semicolon at the end. not saying thats what is actually wrong with this line but there.
  19. Set weapon is a int var inside of the WeaponIndex scritp
  20. var WManager = weaponManagers.GetComponent("WeaponManager"); Primary = WManager.weaponsInUse[0].GetComponent("WeaponIndex").SetWeapon; PlayerPrefs.SetInt("Primary", Primary); this only comes up with one error now and it is having issues getting the variable weaponsinuse from WManager, any thoughts on why it cant find it? error: Assets/_Resources/Scripts/LockCursor.js(60,36): BCE0019: 'weaponsInUse' is not a member of 'UnityEngine.Component'. weapons in use is a GameObject[] inside of WeaponManager script
  21. I am using oma's fps kit and i need some help saving the currently equipped weapons id's to 2 different player pref int's. after that im sure i can figure out how to load them. accessing it from a different script would it be something like this? var Primary : int; WeaponManager WManager = FindObjectOfType<WeaponManager>(); Primary = WManager.weaponsInUse[0].FindObjectOfType<WeaponIndex>.SetWeapon; PlayerPrefs.SetInt("Primary", Primary); This is just my concept and showing kinda what i hope to accomplish, it is not ment to actually work
×
×
  • Create New...