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ExoticalX7 last won the day on April 9

ExoticalX7 had the most liked content!

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About ExoticalX7

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  1. some good tunes
  2. New Update for Protocol Like and share https://youtu.be/MlKT-FTHfCs
  3. ok I fixed it. thanks for the help guys <3
  4. yes i did start unity about a while ago. i know the basics but i dont know why this is happening
  5. I made the script off of brackys and moded it to my gun script
  6. so i have made this script and whenever i use it, it freezes my unity and i cant use unity so i have to restart my computer, help please try the script your self on a gun; its a gun script using UnityEngine; using UnityEngine.UI; using System.Collections; public class Gun2 : MonoBehaviour { [Header("Gun Data")] public float damage = 10f; public float range = 100f; public float impactForce = 30f; public float fireRate = 15f; public float shootTime = 0.1f; public float ShootDelay = 0.01f; public float ShootAnimTime; public float AcuracyReturn; public GameObject Muzzle; public Transform MuzzleReset; [Space] [Header("Ammo & Reloading")] public int AmmoInClip; public int AmmoClips; public int MaxAmmo; public bool OutOfAmmo; [Space] public float reloadTime; [Space] [Header("Scoping")] public float scopedFOV; public float normalFOV; [Space] [Header("Gun Objects")] public Text AmmoText; public GameObject NoAmmoText; [Space] public ParticleSystem muzzleflash; public GameObject impactEffect; [Space] public GameObject Hitmarker; public float HitmarkerTimeOnScreen; [Space] [Header("Animator")] public Animator _Animator; private bool isScoped; [Space] [Header("GunSounds")] public AudioSource _AudioSource; public AudioClip ShootSound; public AudioClip OutOfAmmoShoot; public AudioClip SuppressedFireSound; public AudioClip ReloadSound; [Space] [Header("Other")] public Camera fpsCam; public bool isReloading; void Start() { Muzzle.transform.Rotate(0f, 0f, 0f); _Animator.SetBool("Idle", true); NoAmmoText.SetActive(false); } void OnEnable() { isReloading = false; _Animator.SetBool("Reloading", false); _Animator.SetBool("AimToIdle", true); _Animator.SetBool("Idle", true); } // Update is called once per frame void Update() { AmmoText.text = "Ammo: " + AmmoInClip + " /" + " Clips: " + AmmoClips; if (AmmoClips <= 0) { if (Input.GetKeyDown("r")) { return; } } if (Input.GetKey(KeyCode.W)) { if (Input.GetKey(KeyCode.LeftShift)) { _Animator.SetBool("Running", true); if (Input.GetKeyDown("r")) { return; } if (Input.GetButton("Fire1") && Time.time >= ShootDelay) { return; } if (Input.GetButton("Fire2")) { return; } } } if (Input.GetKeyUp(KeyCode.LeftShift)) { _Animator.SetBool("Running", false); } if (isReloading) { if (Input.GetKey(KeyCode.LeftShift)) { _Animator.SetBool("Running", false); } } if (Input.GetButton("Fire2")) { isScoped = true; _Animator.SetBool("Aiming", true); } if (Input.GetButtonUp("Fire2")) { isScoped = false; fpsCam.fieldOfView = normalFOV; _Animator.SetBool("Aiming", false); } if (AmmoClips <= 0 && AmmoInClip <= 0) { NoAmmo(); return; } if (isReloading) return; if (AmmoInClip <= 0) { StartCoroutine(Reload()); return; } if (Input.GetKeyDown("r")) { StartCoroutine(Reload()); _Animator.SetBool("Aiming", false); return; } if (Input.GetButton("Fire1") && Time.time >= ShootDelay) { ShootDelay = Time.time + 1f / fireRate; StartCoroutine(Shoot()); } } //Reloading Mechanics IEnumerator Reload() { isReloading = true; Debug.Log("Reloading..."); _AudioSource.PlayOneShot(ReloadSound); _Animator.SetBool("Reloading", true); yield return new WaitForSeconds(reloadTime); _Animator.SetBool("Reloading", false); AmmoClips -= 1; AmmoInClip = MaxAmmo; isReloading = false; } //Shooting Mechanics IEnumerator Shoot() { _Animator.SetBool("Shooting", true); muzzleflash.Play(); AmmoInClip--; RaycastHit hit; if (Physics.Raycast(Muzzle.transform.position, Muzzle.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent<Target>(); if (target != null) { target.TakeDamage(damage); Hitmarker.SetActive(true); yield return new WaitForSeconds(HitmarkerTimeOnScreen); Hitmarker.SetActive(false); } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * impactForce); } GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 1f); } Muzzle.transform.Rotate(0.3f, 0f, 0f); if (Input.GetButton("Fire1")) { StartCoroutine(Shoot()); } else yield return new WaitForSeconds(AcuracyReturn); Muzzle.transform.Rotate(-0.3f, 0f, 0f); } void NoAmmo() { OutOfAmmo = true; NoAmmoText.SetActive(true); } }
  7. this link you used? https://www.assetstore.unity3d.com/en/#!/content/90214
  8. so i guess use the link, tell me f it worked. make sure to play around with it tho
  9. if you are using unity 5.60 then use this https://www.assetstore.unity3d.com/en/#!/content/90214 hopefully it will work
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