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.

killerkip

Member
  • Content count

    347
  • Joined

  • Last visited

  • Days Won

    3

killerkip last won the day on October 20 2014

killerkip had the most liked content!

Community Reputation

67 Excellent

About killerkip

  • Rank
    Member
  • Birthday 11/23/1999

Contact Methods

Profile Information

  • Gender
    Male
  • Location:
    this.Location = null;
  • Interests
    Everything What I Want To Learn Or Do Is My Interest !
  1. And also put it in help section and don't spam script section please <3 Cheers ^.^
  2. You Could Just Write Collision Function OnCollision or some shit and then write jumpDelay = true;
  3. You Could Just Put It In The Fuc*ing script tag. using UnityEngine; using System.Collections; [RequireComponent(typeof(AudioSource))] public class FPSWeaponEquipment : FPSItemEquipment { private CharacterSystem character; private FPSController fpsController; private float timeTemp; private AudioSource audioSource; private Animator animator; public bool HoldFire = true; public float FireRate = 0.09f; public float Spread = 20; public int BulletNum = 1; public int Damage = 10; public float Force = 10; public Vector2 KickPower = Vector2.zero; public int MaxPenetrate = 1; public float Distance = 100; public int Ammo = 30; public int AmmoMax = 30; public int ClipSize = 30; public int AmmoHave = 0; public AudioClip SoundFire; public AudioClip SoundReload; public AudioClip SoundReloadComplete; public AudioClip[] DamageSound; public GameObject MuzzleFX; public Transform MuzzlePoint; public ItemData ItemUsed; public int UsingType = 0; public bool InfinityAmmo; public bool OnAnimationEvent; public float AnimationSpeed = 1; private float animationSpeedTemp = 1; public float panicfire = 0; public float PanicFireMult = 0.1f; public float FOVZoom = 65; public float SpreadZoomMult = 1; public bool HideWhenZoom = false; public GameObject ProjectileFX; public GUISkin Skin; void Start () { reloading = false; animator = this.GetComponent<Animator> (); audioSource = this.GetComponent<AudioSource> (); if (this.transform.root) { character = this.transform.root.GetComponent<CharacterSystem> (); fpsController = this.transform.root.GetComponent<FPSController> (); if (character == null) character = this.transform.root.GetComponentInChildren<CharacterSystem> (); if (fpsController == null) fpsController = this.transform.root.GetComponentInChildren<FPSController> (); } else { character = this.transform.GetComponent<CharacterSystem> (); fpsController = this.transform.GetComponent<FPSController> (); } if (character) character.DamageSound = DamageSound; if (fpsController) fpsController.zooming = false; Hide (true); timeTemp = Time.time; StyleManager style = (StyleManager)GameObject.FindObjectOfType (typeof(StyleManager)); if (style && !Skin) { Skin = style.GetSkin (0); } if (animator) { animationSpeedTemp = animator.speed; } } public override void Trigger () { if (!HoldFire && OnFire1) return; if (character && fpsController) { if (Time.time > timeTemp + FireRate) { Shoot (); timeTemp = Time.time; } } base.Trigger (); } public override void OnTriggerRelease () { base.OnTriggerRelease (); } public override void Trigger2 () { fpsController.Zoom (FOVZoom); base.Trigger2 (); } public override void OnTrigger2Release () { base.OnTrigger2Release (); } public void Shoot () { if (animator) animator.speed = AnimationSpeed; if (Ammo <= 0 && !InfinityAmmo) return; if (!OnAnimationEvent) { OnAction (); } if (character != null) { character.AttackAnimation (UsingType); } if (animator) { animator.SetTrigger ("shoot"); } } private bool reloading; public override void Reload () { if (Ammo >= AmmoMax || Ammo <= 0 && AmmoHave <= 0) return; if (!reloading) { if (audioSource && SoundReload) { audioSource.PlayOneShot (SoundReload); } } if (ItemUsed != null) { int ammo = character.inventory.GetItemNum (ItemUsed); if (!InfinityAmmo) { if (character != null && character.inventory != null && ammo <= 0) { return; } } } if (animator) animator.SetTrigger ("reloading"); reloading = true; base.Reload (); } public override void ReloadComplete () { int ammoused = ClipSize; if (AmmoMax - Ammo < ammoused) ammoused = AmmoMax - Ammo; if (character != null && character.inventory != null && ItemUsed != null) { if (AmmoHave <= 0) { reloading = false; return; } if (AmmoHave < ammoused) { ammoused = AmmoHave; } character.inventory.RemoveItem (ItemUsed, ammoused); } Ammo += ammoused; if (Ammo >= AmmoMax) { reloading = false; } else { Reload (); } if (audioSource && SoundReloadComplete) { audioSource.PlayOneShot (SoundReloadComplete); } base.ReloadComplete (); } private float spreadmult; void Update () { if (!reloading && Ammo <= 0) { Reload (); } Hide (true); spreadmult = 1; if (HideWhenZoom) { if (fpsController && fpsController.zooming) { Hide (false); spreadmult = SpreadZoomMult; } } if (panicfire < 0.01f) panicfire = 0; panicfire += (0 - panicfire) * 5 * Time.deltaTime; if (animator) animator.SetInteger ("shoot_type", UsingType); if (character != null && character.inventory != null && ItemUsed != null) { AmmoHave = character.inventory.GetItemNum (ItemUsed); } if (CollectorSlot != null) { CollectorSlot.NumTag = Ammo; } } public void SetCollectorSlot (ItemCollector collector) { CollectorSlot = collector; if (collector.NumTag != -1) Ammo = collector.NumTag; } void OnGUI () { if (InfinityAmmo) return; if (Skin) GUI.skin = Skin; GUI.skin.label.alignment = TextAnchor.LowerRight; GUI.skin.label.fontSize = 35; GUI.Label (new Rect (Screen.width - 230, Screen.height - 90, 200, 60), Ammo + "/" + AmmoHave); } public override void OnAction () { if (animator) animator.speed = animationSpeedTemp; if (Ammo > 0 || InfinityAmmo) { if (!InfinityAmmo) Ammo -= 1; if (audioSource && SoundFire) { audioSource.PlayOneShot (SoundFire); } if (BulletNum <= 0) BulletNum = 1; Vector3[] dirs = new Vector3[BulletNum]; if (!MuzzlePoint) { MuzzlePoint = this.transform; } for (int i=0; i<dirs.Length; i++) { if (dirs.Length <= 1) panicfire = 1; if (fpsController) dirs [i] = (fpsController.FPSCamera.transform.forward + (new Vector3 (Random.Range (-Spread + (int)panicfire, Spread + (int)panicfire) * 0.001f, Random.Range (-Spread + (int)panicfire, Spread + (int)panicfire) * 0.001f, Random.Range (-Spread + (int)panicfire, Spread + (int)panicfire) * 0.001f) * spreadmult)); if (ProjectileFX && fpsController) { GameObject pjfx = null; if (!Network.isClient && !Network.isServer) { pjfx = (GameObject)GameObject.Instantiate (ProjectileFX, fpsController.FPSCamera.transform.position + (dirs [i] * 5), Quaternion.LookRotation (dirs [i])); } else { pjfx = (GameObject)Network.Instantiate (ProjectileFX, fpsController.FPSCamera.transform.position + (dirs [i] * 5), Quaternion.LookRotation (dirs [i]), 0); } } dirs [i] *= Force; } if (fpsController) fpsController.Kick (KickPower); if (character != null) { character.DoDamage (fpsController.FPSCamera.transform.position, dirs, Damage, Distance, MaxPenetrate, character.ID, character.Team); } if (MuzzleFX) { GameObject fx = (GameObject)GameObject.Instantiate (MuzzleFX, MuzzlePoint.position, MuzzlePoint.rotation); fx.transform.parent = this.transform; GameObject.Destroy (fx, 2); } panicfire += PanicFireMult; } base.OnAction (); } }
  4. Hey Welcome We Love New Members <3 Conntact If You Whant : giorgi.yavrelishvili
  5. Thank You <3
  6. Nice Script Thanks ! <3
  7. And Also The Map Is By Me ^^
  8. Yes I Made That The Menu Is Mine And Parkour Is Modification of ACParkour it can be found on asset store
  9. Version 1.0.0

    336 downloads

    ^.^ I Made This And Lost project Files Fu*k Me Pleas
  10. xDDDDDDDDDDDD Why does that look illegal those scripts are grabbed from this website(Forum). Make Sure You Ask Creators I Think They Are Free <3
  11. xDDDD So MLG xD http://armedunity.com/files/go/8a19ff4bc2f787ed0a52f83e0d382dc5/script-library-armedunity-by-killerkip
  12. M8 So NEWBIE LEL !
  13. F**k Skrillex Dat Is The Best <3