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fpsarmedunity

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fpsarmedunity last won the day on October 25 2016

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About fpsarmedunity

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  • Birthday 11/20/1950

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  1. Horror game, resident evil 7 + outlast combined

    ehi man which is the house of your video..?? I'm trying to create a similar game to yours and i'm using and heavly modified version of hdk too... but yor game test is only a showcase of standard hdk features ..
  2. Object Impact Sound Script Help

    the trigger cover the entire deep of the water and i enlarged eve more to test after your seggestion, but after the object enter the water and trigge is called and splash sound is played when object submerge and touch the deep the object plays the impact sond like it was impacting on terrain ..
  3. Object Impact Sound Script Help

    my bad... I was continuing to try with OnCollison Enter...and didnt read correcly your suggestion now it works fine ..oly remaing issue is that after water splash impact sound when object enter in water .. when object touch the deep of the water underwater the impact standard sound plays again one time.. how can i disable it to make when object is in water normal impact sound is disabled?
  4. Object Impact Sound Script Help

    hi iagain i tried with this code on a scritp i have attacched t othe water trigger but dont work void OnCollisionEnter(Collision hit) { int randomImpact = Random.Range(0, impactWaterSounds.Length); { ContactPoint contact = hit.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; //audio.PlayOneShot(impact); //ImpactSource.clip = impact; //this.GetComponent<AudioSource>().PlayOneShot(impactSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); audioSource.PlayOneShot(impactWaterSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); } } and tried even this... the complete water pool script attached t omy water sing System.Collections; using System.Collections.Generic; using UnityEngine; public class WaterPool : MonoBehaviour { AudioSource audioSource; public AudioClip[] impactWaterSounds; public float impactAudioModifier = 1.0f; void Start() { audioSource = GetComponent<AudioSource>(); } void OnCollisionEnter(Collision hit) { int randomImpact = Random.Range(0, impactWaterSounds.Length); if (hit.relativeVelocity.magnitude >= 1) { //audio.PlayOneShot(impact); //ImpactSource.clip = impact; //this.GetComponent<AudioSource>().PlayOneShot(impactSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); audioSource.PlayOneShot(impactWaterSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); } } private void OnEnable() { addPool(); } private void OnDisable() { removePool(); } private void OnDestroy() { removePool(); } [HideInInspector] public BoxCollider _water = null; //METTERE ACTIVE IN EDITOR void addPool() { foreach (BoxCollider _box in GetComponents<BoxCollider>()) if (_box.isTrigger) { _water = _box; break; } if (_water == null) Debug.LogError("There are no BOX COLLIDERS MARKED AS TRIGGER in this watert pool! Please, add at least one BOX COLLIDER and mark it as TRIGGER. this will be the water pool area.",gameObject); else if (!Poolsmanager.pools.Contains(this)) Poolsmanager.pools.Add(this); } void removePool() { if (Poolsmanager.pools.Contains(this)) Poolsmanager.pools.Remove(this); } public bool positionIsInside(Vector3 _pos) { return GetComponent<BoxCollider>().bounds.Contains(_pos); } }
  5. Object Impact Sound Script Help

    firstly thanks to all for your reply.. tried al your solutions but didint work for me since OcularCash centered the point i think.. my water doesnt have a collidable collider.. and yes my water has a box collider too that fits on the sides and deep.is checked as trigger too .. waht i cannot figure is how and which is the script i must to add to call OnTriggerenter()..
  6. Object Impact Sound Script Help

    H to all I'm making a n mpct sound script to have sound when picked or falling object collides with ground or other objetcs.. this is waht i done so far.. all works fine for objects collliosn but i dont know ho manage when object enter in water.. i want a classic water splash sound but what i done in the script dont give me any result.. can please somene give me some hints?? using UnityEngine; using System.Collections; public class Impact : MonoBehaviour { public AudioSource ImpactSource; public AudioClip[] impactSounds; public AudioClip[] impactWaterSounds; public float impactAudioModifier = 1.0f; void OnCollisionEnter(Collision hit) { int randomImpact = Random.Range(0, impactSounds.Length); if (hit.relativeVelocity.magnitude >=1) { this.GetComponent<AudioSource>().PlayOneShot(impactSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); } else if (hit.relativeVelocity.magnitude >= 1 && hit.gameObject.CompareTag("AGUA")) { this.GetComponent<AudioSource>().PlayOneShot(impactWaterSounds[randomImpact], hit.relativeVelocity.magnitude * 0.1f * impactAudioModifier); Debug.Log("WaterImpact"); } } }
  7. camera effect help

    thanks to both i'll give e look at the solutions you suggested to me.. hope i can get something LOL
  8. camera effect help

    yes i'm refering to standing up ..i was thinknig it was a camera effect... thanks for puntualize.. so how could i acheive an animation like that??
  9. camera effect help

    Hi to all.. can please someone try to help me to create a camera effect lke this http://flv12.thesame.tv/flv7/DnizDdqdqHd1xTtafFocQA==/api__tVL0gjqo5/34619631_29324337default/4f847.40245273911e38872f2332232c5e/NN5MD4Q2qR4[yt]_29324337_73757861.mp4.mp4?vtype=1&dps=98753&key=1CmWjQdg6p0NUS4uMHyQ1g&exp=1505945426&ref=thesame.tv&token=w/VlI+r8MX76YpZaxKfgO6NvYunswxkwfEDe4nXInuGTpHChCtEKuQqt5E7lREWA i want to simulate the player can raise from terrain ..
  10. Arrow physics [unity 2017.1.0]

    many thanks for the update.. cnaplease you or someone else convert it to c#?'
  11. Bullet Shell Ejection

    very useful .. many thanks ..really many thanks..
  12. Realistic shell ejection JS

    got i converted Transform bulletshell = Instantiate(bulletPrefab, shellspawn.position, bulletPrefab.rotation); bulletshell.GetComponent<Rigidbody>().AddForce(transform.up * Random.Range(1.0f, 2.0f) * 75); bulletshell.GetComponent<Rigidbody>().AddForce(transform.right * Random.Range(1.0f, 2.0f) * 75); and working on c# version of fpskit 1.5 put after void FireOneBullet() and this script must be attached to yout bullet prefab...now with sound on bullet impact with terrain.. "" solved.. SIMPLY used destroy after from oma fpskit free on bulleshell prefab.. thEre is a known bug...with audio since bullet dont disapper ( i cannot figured how to make them disapper until now) so shell impact audio loop when shells are on terrain.. LOL "" using UnityEngine; using System.Collections; public class BulletShell : MonoBehaviour { public AudioClip impact; AudioSource audio; void Start() { audio = GetComponent<AudioSource>(); } void OnCollisionEnter() { audio.PlayOneShot(impact, 0.7F); } void Update() { if (Time.timeScale != 0) { transform.Rotate(new Vector3(Random.value * 40, Random.value * 40, Random.value * 30) * 0.1f /* * Time.deltaTime*/); } } } so thanks to Ocualarcash and UnityGamesRoland( as you can see i dont want you or everyone else write the scritps for me....i only need some hints) . and how make bullets stop rotate when on terrain disapper after few seconds the are fired? sOLVED
  13. Realistic shell ejection JS

    I never asked to make scripts for me... i only aksed the correct syntax of the same script in c# since i'm new to coding and i could make mistakes converting form js to c# btw i think first part of the mothod is correclty converted to c# ... Transform bulletshell = Instantiate(bulletPrefab, shellspawn.position, bulletPrefab.rotation); bulletshell.GetComponent<Rigidbody>().AddForce(transform.up * Random.Range(1.0f, 2.0f) * 75); bulletshell.GetComponent<Rigidbody>().AddForce(transform.right * Random.Range(1.0f, 2.0f) * 75); and i'm following this tutorial and i put these lines after https://armedunity.com/topic/1280-adding-bulletshells-tutorial/#comment-12130 void FireOneBullet() but about second part i must create a new script and put it on my bullet prefab?
  14. Realistic shell ejection JS

    are you referring to me?? if yes i didnt undertand what you said
  15. Realistic shell ejection JS

    can please someone make a c# conversion of the scripts and explain how the procedure must be done?? thanks.
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