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Found 14 results

  1. Hello everyone, I am Vadim. Do you not have the knowledge of C# or simply can't find the time to write scripts for your future game? Well, here I am offering to write any Unity C# script you need in no time for as low as 5$, and maximum 15$ for very complex scripts. If you are not be satisfied, you get all your money back guaranteed. So nothing to lose right. I am a Unity C# programmer with 2+ years of experience, very passionate about game development and have developed many different games 2D and 3D. SERVICE LINK: http://www.fiverr.com/technographicpc/write-you-a-unity3d-csharp-script You can also have a look at a small 2D game I have created alone a few months ago: http://gamejolt.com/games/haunted-rescue/221410 Thanks for reading!
  2. Hey, my name is Justin Smith, I'm 15 years old and the lead dev of our Project. This is merely an idea I wish to make a reality, we are currently searching for as many developers as we can get, if you are interested email me at: crux.cyanide@gmail.com or tymelapse.studios@gmail.com Some info about Project Initiative ----------------------------------------- Project Initiative is a First Person, action packed shooter based in the Halo universe. Featuring the following main game-modes: -Firefight -War Games (Matchmaking) -Anvil (Forge) -Battle Sim My goal is to create the ultimate Halo PC experience, bringing the iconic Multiplayer, the original weaponry, and tons of new content and tweaks with the same old fun and fast paced action as the original. Project Initiative is built around the community and centered laregely on the Anvil (Forge) aspect of the game, enabling a file-share system, a custom games lobby, and even the ability to add your own modifications to the game and import your own meshes/textures into Anvil. Anvil will enable map creation, map modification, AI spawning, a custom scripting system, an in-game screencorder, and much more to come, stay tuned! Join me if you would like, but keep all nay-saying in PM's (NOT comments below )
  3. Hey I'm back. (This is a new post, feel free to ignore [and to moderators] delete the previous topics as they are now inactive) So as previously stated in another post, this is about our indie Halo game (Originally called Project Anvil) and since then we have adopted the new name "Project Initiative". All the previously mentioned features are still planned to be incorporated. Project Initiative will be featuring the main four game-modes: -Wargames -Anvil -Firefight -Training Although, we are currently only a team of 3 and in need of more developers, anyone who is fluent in Unity, and feels like they can contribute something to our team can email us at: tymelapse.studios@gmail.com We currently need: -Programmers(Js, C# [Networking, Player, etc.]) -3d Modelers -UI Design/Formalizing -Concept Artists -Something else useful to contribute I hope to work with some of you soon (Oh, and don't worry about our issue with I01 devs, that issue is resolved )
  4. Hey brothers, I am working for creating a boundary at the side of the screen using Camera. Means by the View of the screen and player position I am working on the code(C#) but seems to be not working. Var camera = camera.main; var currentplayerpos = transform.position; if( currentplayerpos > camera.main) { //................. the stop code for the player. / or the destroy the player and game finished/ } please help
  5. Hey Everyone. Found this site a few days ago and love it already. Nice work OneManArmy I've been mostly involved in running a number of gaming communities and a new site but over the last 6 months have moved into producing games. Android so far using the Eclipse IDE. I'm work with superspeed who is a great buddy and introduced me to Unity. This is a nice community and hopefully i'll be around for a while. If I can help anyone with anything just hit me up. Cheers Kick
  6. Hi, I have the following code, when attached to an object will trigger the next scene loading by mouseclick. using UnityEngine; using System.Collections; public class loadnight : MonoBehaviour { //Fires off when the mouse hovers over the collider //When the mouse is over the item, change the colour of it to //red so that the player knows that it is interacting with it void OnMouseEnter() { renderer.material.color = Color.white; } //Fires off when the mouse leaves the object //We want to change the colour of the object back to it's original when the mouse //is no longer over it so that is exactly what we do here void OnMouseExit() { renderer.material.color = Color.grey; } //Fires off when the mouse is clicked while hovering over the object //Here we check if the bool was set to true or not and we load the level id not //or quit the application if true void OnMouseDown() { { Application.LoadLevel(1); } } } Can anyone help me to change this to make the level load by a keystroke so that when i click a specific key, to trigger the same loadlevel. thanks a lot
  7. I would like to ask everyone experienced with coding: Where/how did you learn to code? What are some tips for beginners? How did you approach coding in js/c# I'm asking 'cause, I want to make a few small personal game projects and although I'm good at Modeliing and game art, what good is it if you can't make it do something like teleport or shoot lasers. Please point me in the right direction
  8. Im making a game using the fps kit 1.3.5 and I saw this thing called nav mesh for npc navigation in unity. Is there any way I can use this to make the zombie AI avoid obstacles? Thanks
  9. I want (When the fps kit 1.3.5 zombie is idle) the zombie to walk around randomly when the zombie has no target in sight. Also when I change the move speed of the AI script in the inspector it still keeps the speed for the zombie the same.
  10. Hi All, So I am after some guidance I am wanting to build some Buildings for my game that our breakable like battle field 4. I suck at scripting but I am trying to learn, Modelling I am OK. What I have played around with so far is just creating cubes in blender using the fracture object withing the program. Exporting to unity Applying mesh collides to the individual fractures and ridge body's to, This gives me a basic breakable object. But i found this is limited as if i wanted to make a skyscraper for instance that the base supports our breakable and when blown apart the top topples over (again like bf4) the supports built with the above technique can not support that much weight with out falling part under the load. Also tried a bridge and the pieces that didn't have any support I,E the arch just fell apart in game mode. Has anyone tried to make or know how to get round the issue. I used to create breakable buildings in CryEngine and the individual parts where held together via a physics cube but not sure how it was executed. Any input would be appreciated I am willing to experiment.
  11. Hi, I am working on an upcoming post-apocalyptic zombie RPG with a friend of mine. This is our first game and we need some help. We already have some of the core mechanics in place (eating, drinking, guns, zombies) We need additional team members to help us and I'm wondering who would be interested. Although what I need I probably could put under the "requests" section, I believe that due to sheer scale of what I need I shall post it here. We need: -3D modelers to make us various things including vehicles, architectural structures, enemies, weapons and other crucial items -Animators to model some of the key 3D models -Coders/Programmers to help code things we are incapable of doing (such as a dialogue system, barter system or a quest based system) -Plus loads more. If you are interested or would like more information, feel free to message me. FAQ Will I be payed? This depends on how much work you do, how great we classify your work and how much we earn among other things. We can however state that you will not be payed in advance. Will I get a free copy of the game Yes you will. You worked on it so the least you deserve is to play the damn thing. Will I get credited? Yes, although unless you are a key member who we crucially rely on, you will be credited as an "additional" programmer/3d modeler/etc.
  12. jag9980

    animation bug?

    hello, so i have this script set up for my char but when i press "q" and "w", the sprint animaiton doesnt play, it only shows the first frame of the animation........... heres the code- function Start () { } function Update () { if (Input.GetKey("w")) { animation.Play("walk") ; } if (Input.GetKey("s")) { animation.Play("walk_back_slow"); } else animation.CrossFade("idle_alert",0.2); if (Input.GetButton( "Fire2")) { animation.Play("rifle_aim_idle"); } if(Input.GetKey("q") && Input.GetKey("w")){ animation.Play("run"); if (Input.GetButton( "Fire2")) { animation.Play("pistol_aim_idle"); } } } ty
  13. My team was going to use the shotgun that seb made but decided that we need a different type of shotgun because it didnt really suit what we wanted :/ though it was an amazing model and we have decided to release it to you guys on NG3Ds forums and also armedunity.com Here it is: Link: 870 Shotgun Credits: Please give credit to Sebastian or Sebacod3 or i will remove link forever if you do credit you can release ur game even if it costs, with this model
  14. Hey guys, just wondering if it was possible to add a line of code to this script the "Zombie" will have its waypoints and once the player comes in contact it will attack and if the player runs away it will go back to its waypoints? this is the script var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning var attackRange = 3; // distance within which to attack var chaseRange = 10; // distance within which to start chasing var giveUpRange = 20; // distance beyond which AI gives up var attackRepeatTime : float = 1.5; // delay between attacks when within range var anim : GameObject; var maximumHitPoints = 5.0; var hitPoints = 5.0; var attack : AudioClip; private var chasing = false; private var attackTime : float; var checkRay : boolean = false; var idleAnim : String = "idle"; var walkAnim : String = "walk"; var attackAnim : String = "attack"; var dontComeCloserRange : int = 4; private var myTransform : Transform; //current transform data of this enemy function Awake(){ myTransform = transform; //cache transform data for easy access/preformance anim.animation.wrapMode = WrapMode.Loop; anim.animation[attackAnim].wrapMode = WrapMode.Once; anim.animation[attackAnim].layer = 2; anim.animation.Stop(); } function Start(){ target = GameObject.FindWithTag("Player").transform; } function Update () { // check distance to target every frame: var distance = (target.position - myTransform.position).magnitude; if (distance < dontComeCloserRange){ moveSpeed = 0; anim.animation[idleAnim].speed = .4; anim.animation.CrossFade(idleAnim); }else{ moveSpeed = Random.Range(4, 6); anim.animation.CrossFade(walkAnim); } if (chasing) { //move towards the player myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime; //rotate to look at the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); // give up, if too far away from target: if (distance > giveUpRange) { chasing = false; } // attack, if close enough, and if time is OK: if (distance < attackRange && Time.time > attackTime) { anim.animation[attackAnim].speed = 2.0; anim.animation.CrossFade(attackAnim); target.SendMessage( "PlayerDamage", maximumHitPoints); attackTime = Time.time + attackRepeatTime; audio.PlayOneShot(attack, 1.0 / audio.volume); } } else { // not currently chasing. anim.animation[idleAnim].speed = .4; anim.animation.CrossFade(idleAnim); // start chasing if target comes close enough if (distance < chaseRange) { chasing = true; } } } function OnDrawGizmosSelected (){ Gizmos.color = Color.yellow; Gizmos.DrawWireSphere (transform.position, attackRange); Gizmos.color = Color.red; Gizmos.DrawWireSphere (transform.position, chaseRange); }
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