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Seabass121 last won the day on May 31 2017

Seabass121 had the most liked content!

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About Seabass121

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  1. Yea, mozzie was just a little taller.
  2. Igor looks like Mozzie from white collar.
  3. Sorry, I was at school. I can test it out now. Ok, it did not work. Still the same thing has happened. And I am getting a null reference. But everything is assigned. I think instead of this, I will use floats as like a % chance for spawning a different type. Thanks for your help though.
  4. This will also fix the issue where the enemies spawn infinatly when the round starts?
  5. So use random.range(0,2) ?
  6. Seabass121

    I need help pls

    Hello... I need help. So I am trying to make a cod zombies type game, not as good though... but whatever. I have two zombie types, Normal and Crawler. I am using enums for this. What I am trying to do is spawn either a Normal, or a Crawler zombie (the enum). And if I can improve my code, tell me, I need to learn. So hopefully you can help me. Here is my zombie ai script: using System.Collections; using System.Collections.Generic; using UnityEngine.AI; using UnityEngine; public enum ZombieType { Normal, Crawler }; public class ZombieAI : MonoBehaviour { public ZombieType typeOfZombie; public float moveSpeed; public bool isCrawler; private Transform target; private NavMeshAgent nav; private Animator anim; private CapsuleCollider capcol; void Start() { target = GameObject.FindGameObjectWithTag("Player").transform; nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); capcol = GetComponent<CapsuleCollider>(); if (typeOfZombie == ZombieType.Normal) moveSpeed = 0.5f + Random.Range(0f, 3f); if (typeOfZombie == ZombieType.Crawler) moveSpeed = .25f + Random.Range(0f, .5f); } void Update() { nav.SetDestination(target.position); if(typeOfZombie == ZombieType.Normal) { NormalZombieType(); } if (typeOfZombie == ZombieType.Crawler) { CrawlerZombieType(); } } void NormalZombieType() { isCrawler = false; capcol.direction = 1; capcol.center = new Vector3(0, 1, 0); anim.SetFloat("speed", Mathf.Abs(nav.velocity.x) + Mathf.Abs(nav.velocity.z)); } void CrawlerZombieType() { isCrawler = true; capcol.direction = 2; capcol.height = 2.5f; capcol.center = new Vector3(0, 0.5f, 0); anim.SetBool("isCrawler", isCrawler); } } Here is my GameManager or spawner script : using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameManager : MonoBehaviour { public Transform[] spawnPoints; public GameObject enemy; public float spawnTimer; [Header("Round Configuration")] public int round; public int enemiesInCurrentRound; public static int enemiesLeftInRound; public int enemiesSpawned; public float roundTimer = 10; private ZombieAI ai; void FixedUpdate() { if (enemiesSpawned < enemiesInCurrentRound && roundTimer == 0) { if (spawnTimer > 2) { SpawnAI(); spawnTimer = 0; } else { spawnTimer += Time.deltaTime; } } else if (enemiesLeftInRound == 0) { StartNextRound(); } if (roundTimer > 0) { roundTimer -= Time.deltaTime; } else { roundTimer = 0; } } void SpawnAI() { Vector3 randomSpawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)].position; Instantiate(enemy, randomSpawnPoint, Quaternion.identity); ai.typeOfZombie = (ZombieType)Random.Range(0, 1); //When I do this, the zombies are just normal, and spawn infinatly, but when I don't have this, it spawns 1 zombie every 2 seconds. enemiesSpawned++; } void StartNextRound() { round++; enemiesInCurrentRound = enemiesLeftInRound = round * 5; enemiesSpawned = 0; roundTimer = 10f; } }
  7. I plan on adding more to this, that is why I put a separate function for this. This is just a test anyway. Thanks. Beginner question, how would it be different if I put this in just the update?
  8. Fixed! I put the variable in the wrong place. LOL.
  9. Ok, so here is my script now, using System.Collections; using System.Collections.Generic; using UnityEngine; public class Spawner : MonoBehaviour { public Transform spawnPoint; public GameObject[] objectToSpawn; float chance = Random.Range(0.0f, 1.0f); void Update() { SpawnObject(); } void SpawnObject() { if (Input.GetMouseButtonDown(0)) { if(chance >= 0.95f) // Legendary { Instantiate(objectToSpawn[4], spawnPoint.position, spawnPoint.rotation); } if (chance >= 0.8f && chance < 0.95f) // Very Rare { Instantiate(objectToSpawn[3], spawnPoint.position, spawnPoint.rotation); } if (chance >= 0.65f && chance < 0.8f) // Rare { Instantiate(objectToSpawn[2], spawnPoint.position, spawnPoint.rotation); } if (chance >= 0.5f && chance < 0.65f) // Uncommon { Instantiate(objectToSpawn[1], spawnPoint.position, spawnPoint.rotation); } if (chance > 0.1f && chance < 0.5f) // Common { Instantiate(objectToSpawn[0], spawnPoint.position, spawnPoint.rotation); } } } } Every Time I launch, It gives the random value, then when I click, it only gives me that chance throughout the entire thing until I launch again.
  10. Thanks so much gecko. I plan on using the au fps kit to attempt to make a borderlands style game, but obviously not as complex.
  11. I need help with a borderlands type loot system. I have made 5 cubes, and named them common, uncommon, rare, very rare, and legendary. I put the objects in to an array. I want common to be the most common chance of getting, and legendary to be the rarest. How would I go about doing that? I'm new to programming, so don't make fun of me if it is easy. Here is what I have so far: using System.Collections; using System.Collections.Generic; using UnityEngine; public class Spawner : MonoBehaviour { public Transform spawnPoint; public GameObject[] objectToSpawn; void Update() { SpawnObject(); } void SpawnObject() { if (Input.GetMouseButtonDown(0)) { Instantiate(objectToSpawn[Random.Range(0, objectToSpawn.Length)], spawnPoint.position, spawnPoint.rotation); } } } If you could help, that would be great.
  12. Some people really need to learn how to google. http://alexstv.com/index.php/posts/unity-voxel-block-tutorial
  13. Figured it out. I forgot to put the ai controller script. LOL
  14. Still no luck. I have been able to kill it, I can't figure out why it can't move. I may have skipped over some of your steps.
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