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TalkZer

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Everything posted by TalkZer

  1. UPDATE 2 RELEASED, THANK YOU GUYS. CHANGELOG -4 New weapons(Taurus .889, UMP-45,RPG-7, SCAR-L) -UI -Simple AI -Blood Screen -Viewpunch(shake when there's recoil) -Post Process. About This is an FPS game(With no particular name) that i have been working like a month. Everything you see here is completely made from scratch(Except for crosshair and zombie model) by a guy which is 12 y/o. Using blender, Gimp. It started as a low poly fps at first. Yes, the models and textures aren't really good, even the animations are bad. What do you think? Feedback is appreciated. VIDEO(Newest Update) Working On: Score Wave System Grenades Maps 2 new weapons for now(Double barrel Shotgun & Crossbow)
  2. As geckoo said, you can use that to make a grenade. I will give you the guide using that(except the WaitForSeconds) First, frag grenade: make a bool that checks the player gets the key down. Make a float which is the delay and a timer that equals the delay at the start. if it gets the key down, the countdown goes down to 0(by seconds). if the countdown goes to 0. Instantiate the object(grenade) and in the frag grenade, make a script which will have also a delay(5 seconds, for example) if it goes to 0, then Instantiate an explosion. Use the sphereCast to catch the rigidbodies in the area, or the players to damage them(or both). For rigidbodies, use rigidbodies.AddExplosionForce(force); Smoke grenade: Use the same steps, but instead of an explosion and SphereCast, use a smoke particle and for details, make a trigger inside the smoke that if the player is near, the screen fades to gray. Sorry if my English is bad, or my explanation is bad.
  3. Found it! the "animation" function ONLY will happen IF the ray instantiates. Thanks, btw.
  4. Hi, and thanks for your answer, when i shoot to the sky, the Fire animation starts to bug(and the Muzzle Flash). I found a "Solution" that could be create a 3d model that simulates the sky. And i want the Player to shoot the sky for some gameplay purposes, like if an enemy is on an exposed structure(a roof, example) it will just look buggy. And, the last sentence, no, because i will make triggers, but if there's a way to say that ray ignores ONLY triggers(without "return;").
  5. Hi, i am currently making an FPS in one week(Challenge) but i got stuck, the problem is that i made layers that the raycast ignores, and since the skybox is not an object, it ignores it. Help please. Code: void Fire () { if (fireTimer < fireRate || currentBullets == 0) return; RaycastHit hit; if (Physics.Raycast(firePoint.position, transform.forward,out hit, Mathf.Infinity, myLayermask )) { Debug.Log("Hitted: " + hit.transform.name); } anim.CrossFadeInFixedTime("Fire", 0.01f); Rigidbody rb = hit.transform.GetComponent<Rigidbody>(); if(rb != null) { rb.AddForce(transform.forward * 700, ForceMode.Force); } currentBullets--; fireTimer = 0.0f; }
  6. Also, when i Move it a bit away of the camera, it appears
  7. Hey! I'm having a small problem with the First Person Assault Character Pack https://www.assetstore.unity3d.com/en/#!/content/17201 , The problem is when i turn to the "Game" window, the arms doesn't show. I almost everything(Changing Culling Masks, Tags, etc) But it keeps showing I Appreciate Answers.
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