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AshwinTheGammer

Member
  • Content count

    28
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About AshwinTheGammer

  • Rank
    Member
  • Birthday 05/21/2003

Profile Information

  • Gender
    Male
  • Location:
    On Earth and in my Home.
  1. Need a Map designer who uses Unity 5.3.5/

    Ok NP, Now the post is edited. Now what? May I get someone for this? Would u work? Do u use Unity 5.3.5?
  2. Need a Map designer who uses Unity 5.3.5/

    Ok NP, Now the post is edited. Now what? May I get someone for this?
  3. Hey

    dude whatsup? BTW

    :);) 

    1. MuFake

      MuFake

      Hey, nothing much... How you been?

    2. AshwinTheGammer
    3. AshwinTheGammer

      AshwinTheGammer

      Watching ur work on youtube

  4. Hello! Title: Battle of Force Genre: Action, FPS Description: Shooting game Prologue: Nothing. In this you are a soldier. You are on Mission to kill all enemies and after killing all enemies you have to pick up a document. ABOUT ME Nickname: AshwinTheGammer Real name: Ashwin Age: Sixteen. Good at: Java, HTML, Gaming, Javascript(not of Unity). Location: India. DREAM: I wanna open my own Gaming Dev Company. CURRENTLY PERSONS I NEED : PROGRAMER (C#) 1/1. MAP DESIGNER 0/1. Here is my first game video This is not too good but OK. 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. We`ll work with Scene Fusion software to do collab. Here`s its tutorial Here is link http://www.kinematicsoup.com/scene-fusion/ Here`s discord link https://discord.gg/NWTk8xE Thank you!
  5. Need a good c# programmer.

    try this buddy https://discord.gg/GRrv6HC
  6. Need a good c# programmer.

    I have deleted it. Sorry becoz it got corrupted I am making its update # 2 if u want to join then plz here on discord https://discord.gg/8TGGHQP
  7. Need AI for FPS kit.

    Buddy I have tactical shooter ai do u want? You can search it on asset store.
  8. Need a good c# programmer.

    Title: Battle of Force Genre: Action, FPS Description: Shooting game Prologue: Nothing. In this you are a soldier. You are on Mission to kill all enemies and after killing all enemies you have to pick up a document. ABOUT ME Nickname: AshwinTheGammer Real name: Ashwin Age: Sixteen. Good at: Java, HTML, Gaming, Javascript(not of Unity). Location: India. DREAM: I wanna open my own Gaming Company and company which will compete with EA and Infinity Wards like companies. CURRENTLY PERSONS I NEED : PROGRAMER (C#) 0/1. Here is my first game video This is not too good but OK. 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.
  9. Gun Idle (sway) script.

    Join me here on discord plz https://discord.gg/8TGGHQP
  10. Gun Idle (sway) script.

    Hello, I am learning C# and beside I am also creating my own FPS game. Here is gun idle (sway) script I have taken this line from a script now I got stuck in it. The problem is I want remove following things so that it can work fully. Onemanarmy had said that learn scripting by yourself and yes i am learning but I need help here. I want to change this keywords to some other words so that it can work fully following words are: Yes I also want to remove if(weapon.isSelect){ Here is full code. public float smooth = 4.0f; // Speed to stabilize the movement. public float tiltAngle = 5.0f; // Average angle that the gun can tilt. public float maxTiltAngle = 15; // Maximum angle that the gun can tilt. public Transform tiltTarget; private void Update () { if (weapon.isSelected) { // If the player is not stopped or you are moving the mouse. if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0 || weapon.controller.GetInput() != Vector2.zero) { // Tilt in Y. float TiltY = Mathf.Clamp(Input.GetAxis("Mouse X") * -tiltAngle, -maxTiltAngle, maxTiltAngle); // Tilt in X. float TiltX = Mathf.Clamp(Input.GetAxis("Mouse Y") * tiltAngle, -maxTiltAngle, maxTiltAngle); // Tilt in Z. float TiltZ = weapon.controller.GetComponent<Rigidbody>().velocity.magnitude >= weapon.controller.crouchSpeed * 0.8f ? Mathf.Clamp(weapon.controller.GetInput().x * -tiltAngle, -maxTiltAngle, maxTiltAngle) : 0; // Defines the end position according to the tilt on each axis. Quaternion newRotation = Quaternion.Euler(TiltX, TiltY, TiltZ); // Moves the weapon from the current rotation to the end rotation. tiltTarget.localRotation = Quaternion.Lerp(tiltTarget.localRotation, newRotation, Time.deltaTime * smooth); } else { // If the player is not moving and the mouse input is zero (Vector2.zero), reset it to its original position. tiltTarget.localRotation = Quaternion.Lerp(tiltTarget.localRotation, Quaternion.identity, Time.deltaTime * smooth); } } else { // If the player is not moving and the mouse input is zero (Vector2.zero), reset it to its original position. tiltTarget.localRotation = Quaternion.Lerp(tiltTarget.localRotation, Quaternion.identity, Time.deltaTime * smooth); } } I have taken this from FPSE(I spent $35 for this plz help) I hope u people understand and will help me plz plz plz plz.
  11. Need help with Tactical Shooter AI.(Damage from Player of AU_FPS)

    ok would u like to join my discord https://discord.gg/cQchSAQ Ok keep this thing beside tell me have u ever used TacticalShooter AI or Ufps?
  12. Need help with Tactical Shooter AI.(Damage from Player of AU_FPS)

    I think you don`t know that I am using Unity 3d for 2 months. And I am noob.
  13. Need help with Tactical Shooter AI.(Damage from Player of AU_FPS)

    How do u means like this hit.collider.SendMessage(ApplyDamage, damage, SendMessageOptions.DontRequireReceiver); And I renamed my player Health Script to HealthingScript and in there is method called Applydamage I don`t how to do this? I tried to do this like this if (hit.collider.gameObject.GetComponent<HealthingScripting>()) { hit.collider.gameObject.GetComponent<HealthingScripting>().ApplyDamage(damage); } hit.collider.SendMessage(ApplyDamage, damage, SendMessageOptions.DontRequireReceiver); } but i don`t know how to declear variable like this private HealthingScript hs; I HOPE U UNDERSTAND
  14. Here is the code of Health Script of my Player and the name of my player health script is HealthingScript my AU_FPS Kitv1.5 and another code is of my AI`s bullet script. I don`t know how to receive Damage from AI, Please help me I want to upload my #1 Fps update on Youtube. My player tag is "Player" function PlayerDamage (damage : int) { if (hitPoints < 0.0) return; hitPoints -= damage; aSource.PlayOneShot(painSound, 1.0); t = 2.0; if (hitPoints <= 0.0) Die(); } using UnityEngine; using System.Collections; /* * Moves an object until it hits a target, at which time it calls the Damage(float) method on all scripts on the hit object * Can also home in on targets and "detonate" when in close proximity. * */ namespace TacticalAI { public class BulletScript : MonoBehaviour { public string damageMethodName = "Damage"; public float speed = 1000; public LayerMask layerMask; public float maxLifeTime = 3; //Bullet Stuff public float damage = 16; //use for shotguns public float bulletForce = 100; //Hit Effects public GameObject hitEffect; public float hitEffectDestroyTime = 1; public string hitEffectTag = "HitBox"; public GameObject missEffect; public float missEffectDestroyTime = 1; public float timeToDestroyAfterHitting = 0.5f; private RaycastHit hit; private Transform myTransform; //Rotation private Quaternion targetRotation; private Transform target = null; public float homingTrackingSpeed = 3; public float minDistToDetonate = 0.5f; private float minDistToDetonateSqr; public string friendlyTag; void Awake() { myTransform = transform; Move(); StartCoroutine(SetTimeToDestroy()); } //Automatically destroy the bullet after a certain amount of time //Especially useful for missiles, which may end up flying endless circles around their target, //long after the appropriate sound effects have ended. IEnumerator SetTimeToDestroy() { yield return new WaitForSeconds(maxLifeTime); if (target) { Instantiate(hitEffect, myTransform.position, myTransform.rotation); } Destroy(gameObject); } IEnumerator ApplyDamage() { //Reduce the enemy's health //Does NOT travel up the heirarchy. if (hit.transform.tag != friendlyTag) { Uncomment for RFPS if (hit.collider.gameObject.GetComponent<FPSPlayer>()) { hit.collider.gameObject.GetComponent<FPSPlayer>().ApplyDamage(damage); } hit.collider.SendMessage(damageMethodName, damage, SendMessageOptions.DontRequireReceiver); } //Produce the appropriate special effect if (hit.transform.tag == hitEffectTag && hitEffect) { GameObject currentHitEffect = (GameObject)(Instantiate(hitEffect, hit.point, myTransform.rotation)); GameObject.Destroy(currentHitEffect, hitEffectDestroyTime); } else if (missEffect) { GameObject currentMissEffect = (GameObject)(Instantiate(missEffect, hit.point + hit.normal * 0.01f, Quaternion.LookRotation(hit.normal))); GameObject.Destroy(currentMissEffect, missEffectDestroyTime); } this.enabled = false; yield return null; //Wait a fram to apply forces as we need to make sure the thing is dead if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(myTransform.forward * bulletForce, hit.point, ForceMode.Impulse); //Linger around for a while to let the trail renderer dissipate (if the bullet has one.) Destroy(gameObject, timeToDestroyAfterHitting); } // Update is called once per frame void Update() { Move(); } //Move is a seperate method as the bullet must move IMMEDIATELY. //If it does not, the shooter may literally outrun the bullet-momentarily. //If the shooter passes the bullet, the bullet will then start moving and hit the shooter in the back. //That would not be good. void Move() { //Check to see if we're going to hit anything. If so, move right to it and deal damage if (Physics.Raycast(myTransform.position, myTransform.forward, out hit, speed * Time.deltaTime, layerMask.value)) { myTransform.position = hit.point; StartCoroutine(ApplyDamage()); } else { //Move the bullet forwards transform.Translate(Vector3.forward * Time.deltaTime * speed); } //Home in on the target if (target != null) { //Firgure out the rotation required to move directly towards the target targetRotation = Quaternion.LookRotation(target.position - transform.position); //Smoothly rotate to face the target over several frames. The slower the rotation, the easier it is to dodg. transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, homingTrackingSpeed * Time.deltaTime); Debug.DrawRay(transform.position, (target.position - transform.position).normalized * minDistToDetonate,Color.red); //Projectile will "detonate" upon getting close enough to the target.. if (Vector3.SqrMagnitude(target.position - transform.position) < minDistToDetonateSqr) { //The hitEffect should be your explosion. Instantiate(hitEffect, myTransform.position, myTransform.rotation); GameObject.Destroy(gameObject); } } } //To avoid costly SqrRoot in Vector3.Distance public void SetDistToDetonate(float x) { minDistToDetonateSqr = x * x; } //Call this method upon instantating the bullet in order to make it home in on a target. public void SetAsHoming(Transform t) { target = t; SetDistToDetonate(minDistToDetonate); } } } in code there is word(FPSPlayer) i don`t what is that? How to give damage to player? Any help and answer is appreciated here. Thanks
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