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themars2011

Premium Member
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Everything posted by themars2011

  1. themars2011

    Looking for translators

    Hello everyone, I know I have made a post like that in the past before but it didnt really lead to much. The translations are for my game "Vengeance" and will be included in the next big update, which is 0.4.0.0 and marks the Beta phase, so it will be huge AF (And I mean it, I will do some Devlogs from time to time on it). Languages that I am looking for: French (Taken by QNTM) Korean Spanish (Taken by zeun21) Simplified Chinese Traditional Chinese (Taken by EndangeredOX) Thai Japanese Portuguese Polish (Taken by iTerQ) Ukrainian Danish (Taken by morten2808) Dutch Finnish Norwegian Swedish Hungarian Romanian Arabic (Taken by ramiam) Portuguese Brazil Bulgarian (Taken by DeadMou67) Greek If you are interested in translating into any of the languages mentioned above, please shoot me a pm with your Steam account / Discord account so I can add you there and we chat there. You will receive a free copy of the game and one for a friend if you would like to and a place in the upcoming credits (Will be in the menu in the next update). Also, the font we are using supports every language of the ones listed above, I tested it (Well using google translator but no letters were missing so far).
  2. themars2011

    Queries hit backfaces not working

    Hey guys, I am currently working on bullet penetration for my kit and I came across a physics issue. Queries hit backfaces is set to true, but my Raycasts are not hitting backfaces at all. I tried box colliders and mesh colliders (convex and not) and none were working. Here you can see it: Any clues to what might be going on? I am using a while loop for raycasts that continues if the object was penetrated and as you can see it's pretty much working but it just does not hit the backside of the cube.
  3. themars2011

    Trademarked weapons in games

    If you want to call it "HK" then yes. Most games just use "USP 45" and don't have the HK appear anywhere in the game or on the weapon model itself.
  4. themars2011

    game im working for fun and portfolio :)

    It would be cool if things like the sign or the benches break when you drive them over, other than that looks cool good job 😄
  5. themars2011

    Use of unassigned variable Hir

    you need to shoot a raycast before using the hit see this page and the example there: https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
  6. themars2011

    soldier arms

    "blah blah blah arms" - tigg http://gamebanana.com/models/3484 http://creativecommons.org/licenses/by-nc-nd/3.0/ ---> credits no commercial use
  7. themars2011

    NavMesh custom walking behaviour

    Hey guys, I'm trying to implement a dog that can only move in certain ways, running forward, walking and turning and strafe left / right if necessary. Obvisouly, I need pathfinding. It mostly follows the player but also needs to do other things, which I can implement later when this is done. Any points in the right direction? Default NavMesh Agent does not fit my needs at all because it slides and that which is not what I want.
  8. themars2011

    Grunt1914

    the german flag is definitely the wrong one lol I suggest using this one
  9. Hey guys, I need some help from a modeller. The Asset Store became really nitpicky and wants me to "FIX" orientation on some of the models in my kit. It's just six models that are apparently not aligned correctly with the axis (Z forward, Y up and X right). Some of them are flipped like -Z is forward (ridiculous, I know). My bullet model faces upwards and it's not good for them. I really hate this new way they are handling it. I even had to create unnecessary prefabs for some meshes that are absolutely useless, but they wanted me to. If someone helps me real quick and properly I might give that person a voucher for my kit on the asset store (: Thanks
  10. themars2011

    Can someone help me fix orientation on a few models?

    Alright, I'll try. Let's hope it doesn't mess up the scale! Happens to me a lot, dunno why
  11. themars2011

    Bugs after upgrading Unity

    I suggest going from 5.3 to last 5.x then to 2017.1 then to 2017.4 and then to 2018. Years ago I did the same with premium fps kit 0.7 I think (I think it was from unity 3 to unity 5 and going there directly didn't work either).
  12. themars2011

    How to fix the left hand side gun problem in Kit.

    of the weapon's root object, where the animation component is.
  13. themars2011

    How to fix the left hand side gun problem in Kit.

    Set x-scale to -1.
  14. themars2011

    A Beautiful Scene Using Only Standard Assets

    in Unity 2018 it's a standard asset (sort of) and can be imported using Package manager.
  15. themars2011

    Unity3D - "Generic" FPS - Update 2

    I am legitimately impressed if you are 12 years old, especially the animations. If you keep going you could become a really good and maybe even famous animator one day. Good job!
  16. themars2011

    Prefab Workflow (Nested Prefabs)

    Nested prefabs are amazing and will find very good adoption in my kit when it comes to upgrading to a new version. Right now it's some work but with nested prefabs it will be as easy as unselecting the part prefabs that you modified when importing.
  17. themars2011

    Doors with collision detection

    Hey guys, I want to make some doors that have collision detection like in the source engine, where the door would not continue to rotate when something (e.g. a player) is in the way and not clip through him. Any ideas how to go about that? I was thinking of a rigidbody, but I am not exactly sure how I would make it rotate to a specific rotation.
  18. themars2011

    Doors with collision detection

    Didn't try yet but I think that will be to late at that point because they already collided? I'll see
  19. themars2011

    Should i use scriptable objects?

    yes use them
  20. themars2011

    What does it mean? Is unity trying to stole my game?

    Bro, Unity knows because they uploaded his project and stole it
  21. themars2011

    Queries hit backfaces not working

    I actually tried that first because it seemed like the easier way (was already set up that way) but the result is the exact same unfortunately.
  22. themars2011

    Queries hit backfaces not working

    They aren't triggers, normal Box/Mesh colliders with isTrigger set to false
  23. themars2011

    Queries hit backfaces not working

    Yes, there is only one decal and particle on each cube. I was thinking the same, maybe it was applied inwards, but that is not the case.
  24. themars2011

    What does it mean? Is unity trying to stole my game?

    Shit man, the CIA is onto you, better start hiding and leave the country
  25. themars2011

    What does it mean? Is unity trying to stole my game?

    5 seconds of effort reveal that this is an ip address of the google cloud.
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