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AshwinTheGammer

Member
  • Content count

    64
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  • Last visited

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About AshwinTheGammer

  • Rank
    Member
  • Birthday 05/21/2000

Profile Information

  • Gender
    Male
  • Location:
    India
  • Interests
    In game designing and in play Fps action games!

Recent Profile Visitors

423 profile views
  1. I dont know whats happening? its very strange! I dont know how to explain my problem? Ive attached the video see it! You'll find my problem easily! Im using photon. link is below! yes im using onemanyarmy3d's model they're ripped from cod mw2 i will not use it in my game im using that only for testing purpose. I'll change it when I release my game. Dont offense me! https://youtu.be/OKYva8lJeB0
  2. Battle of Force (Zombies Edition)

    hmm ok!
  3. Battle of Force (Zombies Edition)

    This is new update of my game(you may say it update #3). This is zombie edition of my game. You can download it here. Dont forget to read the Read ME! here is link : https://mega.nz/#!mZVXCSBZ!S9B8V06QWdisqEtI9c3t7rQqA8NaLEQvsc8Eohjpa04
  4. Free Login Window

    Would you make a tut how to use it? xD
  5. Zombie keeps flying.

    @OcularCash where? what?? collider pos?
  6. Zombie keeps flying.

    MY ai zombie is not staying at terrain. It is keep flying in air. See the screenshot You'll understand. I even tried adding Rigidbody. But that also not working. I've added following things to my Ai 3 scripts. Rigidbody and Character Controller to collide with things etc. Any help is appreciated here.
  7. [PC] Help need some Info for a good PC to Dev

    really?
  8. [PC] Help need some Info for a good PC to Dev

    See this and you would shock xD http://www.userbenchmark.com/UserRun/8554298
  9. Need a Blender animator.

    Title: Battle of Force Genre: Action, FPS[MULTIPLAYER] Description: MULTIPLAYER Shooting game Prologue: Nothing. ABOUT ME: Nickname: AshwinTheGammer Real name: Ashwin Age: Sixteen. Good at: Java, HTML, Gaming, Javascript(not of Unity). Location: India. CURRENTLY PERSONS I NEED : PROGRAMER (C#) 2/2. ANIMATOR (BLENDER) : 1/2 Here is my 1st game video Here is 2nd update of game In previous updates I was using FPSE kit but this time I'm not using kit I have made all thing from scratch. You can trace my updates on My discord server. Yes I would provide you the models and you just have to animate it! That's it! DESCRIPTION FROM ME: Please be fair, and not let my age determine your choice and I`ll not pay you any money or anything for this work.
  10. How to change the gun position when Player run.

    OK I'll look what I can do. Would u plz help me with code? Thats the main problem.
  11. How to change the gun position when Player run.

    It would messy why never move or rotate an object with an animation component attached? Adding anim and scripting the weaponHolder is parent easy.(Btw I want help with code)
  12. How to change the gun position when Player run.

    What have sprint anim. In sprint anim the gun is swinging left and right when player change its gun position then animation would play and would look realistic. But I dont what r u asking?
  13. I wanna change the gun position and play running anim[In running anim the gun is swinging left and right] when Player press Right Shift key then the gun should goto running position and running rotation and when player release it then gun should come to its default position. I'm using Lerp and Quaternion in my script. I've added this script in my Parent of Gun[I hope you know what I mean See Screenshot]( Issue I have )When I press shift key then player's gun go to running position very slowly and when I release the key then gun is not coming to its initial position. So this is also causing me issue. Here is script. using UnityEngine; using System.Collections; public class Holder : MonoBehaviour { public Animation animation; public AnimationClip walk; public AnimationClip idle; public Vector3 runningPos; public Vector3 runningRot; public float lerpSpeed = 1.5f; public AnimationClip runninAnim; public Vector3 defaultPosition; void Update () { if (Input.GetAxis("Vertical") > 0.2) animation.CrossFade (walk.name); else animation.CrossFade (idle.name); if (Input.GetKey(KeyCode.RightShift)) { animation.CrossFade(runningAnim.name); this.transform.localRotation = Quaternion.Lerp(this.transform.localRotation, Quaternion.Euler(runningRot), lerpSpeed * Time.deltaTime); this.transform.localPosition = Vector3.Lerp(this.transform.localPosition, runningPos, lerpSpeed * Time.deltaTime); } else { this.transform.localPosition = Vector3.Lerp(this.transform.localPosition, defaultPosition, Time.deltaTime * lerpSpeed); } } } Thanks this is causing issue plz tell me about working script. Any help is appreciated here!
  14. Bullet Surface Impact particle system fps.

    thanks mate! it worked thnx
  15. Bullet Surface Impact particle system fps.

    Hi I'm trying to create a particle system that will appear on my bullet hole decal, Please explain how i would create this effect for different surfaces or just one generic one i could play with. Here is gun code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GunScript : MonoBehaviour { public Camera weaponCamera; public LayerMask thingsPlayerCanHit; public enum fireMode { Auto, Semi} public fireMode weaponType = fireMode.Auto; [Space] public float range; public float fireRate; public int minDamage; public int maxDamage; [Space] public Vector3 defaultPosition; public Vector3 aimedPostion; public float aimSpeed; public float aimFOV; [Space] public int clipSize; public int allAmmo; [Space] public Animation weaponAnimations; public AnimationClip fireAnim; public AnimationClip reloadAnim; [Space] public AudioSource weaponAudio; public AudioClip fireEffect; public AudioClip reloadEffect; public GameObject bulletHole; [Space] public GameObject muzzle; bool muzzleFlash = false; public Vector3 aimRotation; bool canFire; bool isReloading; [HideInInspector] public bool isSilencered; int currentAmmo; private void Start() { canFire = true; currentAmmo = clipSize; } private void Update() { CheckAimDownSights(); if (canFire) { if (currentAmmo <= 0) { Reload(); return; } if (weaponType == fireMode.Auto) { if (Input.GetButton("Fire1")) { StartCoroutine("Fire"); canFire = false; } } else if (weaponType == fireMode.Semi) { if (Input.GetButtonDown("Fire1")) { StartCoroutine("Fire"); canFire = false; } } } if (Input.GetKeyDown(KeyCode.R)) { Reload(); } } IEnumerator Fire() { currentAmmo--; weaponAnimations.Stop(); weaponAnimations.Play(fireAnim.name); weaponAudio.PlayOneShot(fireEffect); if (!isSilencered) StartCoroutine("FireEffects"); Ray ray = weaponCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2)); RaycastHit hitInfo; //Bullet Marks if (Physics.Raycast(ray, out hitInfo, weaponCamera.farClipPlane)) { Vector3 bulletHolePosition = hitInfo.point; // We need a variable to hold the rotation of the prefab // The new rotation will be a match between the quad vector forward axis and the hit normal Quaternion bulletHoleRotation = Quaternion.FromToRotation(-Vector3.forward, hitInfo.normal); GameObject hole = (GameObject)GameObject.Instantiate(bulletHole, bulletHolePosition, bulletHoleRotation); } yield return new WaitForSeconds(fireRate); Destroy(bulletHole); canFire = true; } IEnumerator FireEffects () { if (muzzleFlash) // Has muzzle flash? { muzzle.SetActive(true); // Active the muzzle flash. muzzle.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, Random.Range(0, 360))); // Sets a random rotation. yield return new WaitForSeconds(0.03f); // Awaits the 3 millisecond interval. muzzle.SetActive(false); // Disable the muzzle flash. } } float GetWeaponDamage(float distance) { float damageToDeal = (maxDamage - minDamage) * (1 - (distance / range)); return damageToDeal; } void Reload() { if (currentAmmo == clipSize || allAmmo == 0) return; weaponAudio.PlayOneShot(reloadEffect); if(allAmmo >= (clipSize - currentAmmo)) { allAmmo -= (clipSize - currentAmmo); currentAmmo += (clipSize - currentAmmo); } else { currentAmmo += allAmmo; allAmmo = 0; } isReloading = true; canFire = false; weaponAnimations.CrossFade(reloadAnim.name); StartCoroutine("ReturnFromReloading"); } IEnumerator ReturnFromReloading() { yield return new WaitForSeconds(reloadAnim.length); canFire = true; isReloading = false; } void CheckAimDownSights() { if (Input.GetButton("Fire2") && !isReloading) { transform.localRotation = Quaternion.Lerp (transform.localRotation, Quaternion.Euler (aimRotation), Time.deltaTime * aimSpeed); transform.localPosition = Vector3.Lerp (transform.localPosition, aimedPostion, Time.deltaTime * aimSpeed); } else { transform.localPosition = Vector3.Lerp(transform.localPosition, defaultPosition, Time.deltaTime * aimSpeed); transform.localPosition = Vector3.Lerp (transform.localPosition, defaultPosition, Time.deltaTime * aimSpeed); } } void OnGUI (){ // GUI.Box (new Rect (10, 10, 100, 50 ("Ammo is"))); GUI.Label(new Rect(10, 10, 100, 50), currentAmmo.ToString() + " / " + allAmmo.ToString()); } } I have already created prefab of metal with shader Particle/additive. Any help is appreciated here.
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