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Found 22 results

  1. Hey admin, Security check is with a bug, a partner of mine has been registering the account, but when the verification step is missing, the "security check" simply disappears.
  2. still in progress music is a placeholder. their is no back button so you would have to restart the game. I got the multiplayer working from the guy I forgot his name he had realeased it to armedunity
  3. Hello, I'm using the FPSKit_v1.3.5. The project is being built for android, so I am replacing the models with low poly ones. I have all the "low poly gun models" lined across a table, they have colliders and weapon index and I can pick them up. Then, I have clones of these "low poly gun models" with only a "Weapon Script" & "Weapon Index" and these are attached to the Weapon Camera (for when wielded) So, all is perfect, until i drop a weapon. When the "low poly gun models" get dropped they are replaced with the original "high poly models". Although they do still have an index and everything works perfectly, except i want these "dropped models" to be the "low poly models" I tried, replacing the "World Models (Rigidbody)" with the low poly models (in the WeaponManager). But, then they disappear after dropping them. Not sure what I'm doing wrong? Any help would be greatly appreciated! Please & Thank you!
  4. Hey guys ! I started using OMA's fps kit a while ago, and I was messing around with it until I stummbeled upon some errors : Assets/Resources/NewScripts/WeaponManager.js(130,70): BCE0004: Ambiguous reference 'fireMode': fireMode, fireMode. Assets/Resources/NewScripts/WeaponManager.js(134,69): BCE0004: Ambiguous reference 'Ammo': Ammo, Ammo. Assets/Resources/NewScripts/WeaponManager.js(168,83): BCE0004: Ambiguous reference 'fireMode': fireMode, fireMode. Assets/Resources/NewScripts/WeaponManager.js(185,76): BCE0004: Ambiguous reference 'fireMode': fireMode, fireMode. Is there anyway to fix this ???? (btw im new to the forums so dont blame my bad forum posts) here is the code: /** * Script written by OMA [www.armedunity.com] * Edited by pokeyoshi3 (for multiplayer Capabillities) **/ var weaponsInUse : GameObject[]; // used weapons, among which you can switch. var weaponsInGame : GameObject[]; // all weapons, which could be used in game var worldModels : Rigidbody[]; // just a prefab which could be instantiated when you drop weapon var firstguns : GameObject[]; // these are the startweapons to reset the current weapons on respawn. var hit : RaycastHit; var distance : float = 2.0; var layerMaskWeapon : LayerMask; var layerMaskAmmo : LayerMask; var dropPosition : Transform; var switchWeaponTime : float = 0.5; @HideInInspector var canSwitch : boolean = true; @HideInInspector var showWepGui : boolean = false; @HideInInspector var showAmmoGui : boolean = false; private var equipped : boolean = false; //@HideInInspector //var i : int = 0; //@HideInInspector var weaponToSelect : int; //@HideInInspector var setElement : int; //@HideInInspector var weaponToDrop : int; var mySkin : GUISkin; var pickupSound : AudioClip; private var textFromPickupScript : String = ""; private var notes : String = ""; private var note : String = "Press key <E> to pick up Ammo"; private var note2 : String = "Select appropriate weapon to pick up ammo"; function Start (){ weaponToSelect = 0; DeselectWeapon(); weaponsInUse = firstguns; } function Update () { if (networkView.isMine == true) { if (Input.GetKeyDown("1") && weaponsInUse.length >= 1 && canSwitch && weaponToSelect != 0) { DeselectWeapon(); weaponToSelect = 0; } else if (Input.GetKeyDown("2") && weaponsInUse.length >= 2 && canSwitch && weaponToSelect != 1) { DeselectWeapon(); weaponToSelect = 1; } if (Input.GetAxis("Mouse ScrollWheel") > 0 && canSwitch){ weaponToSelect++; if (weaponToSelect > (weaponsInUse.length - 1)){ weaponToSelect = 0; } DeselectWeapon(); } if (Input.GetAxis("Mouse ScrollWheel") < 0 && canSwitch){ weaponToSelect--; if (weaponToSelect < 0){ weaponToSelect = weaponsInUse.length - 1; } DeselectWeapon(); } var position = transform.parent.position; var direction : Vector3 = transform.TransformDirection (Vector3.forward); if (Physics.Raycast (position, direction, hit, distance, layerMaskWeapon.value)){ var prefab : WeaponIndex = hit.transform.GetComponent("WeaponIndex"); setElement = prefab.setWeapon; showWepGui = true; //if you want more than 2 weapons equip at the same time if(weaponsInUse[0] != weaponsInGame[setElement] && weaponsInUse[1] != weaponsInGame[setElement]){ //&& weaponsInUse[2] != weaponsInGame[setElement] && weaponsInUse[3] != weaponsInGame[setElement]){ equipped = false; }else{ equipped = true; } if(canSwitch){ if(!equipped && Input.GetKeyDown ("e")){ DropWeapon(weaponToDrop); DeselectWeapon(); weaponsInUse[weaponToSelect] = weaponsInGame[setElement]; if(setElement == 8){ var pickupGOW1 : Pickup = hit.transform.GetComponent("Pickup"); addStickGrenades(pickupGOW1.amount); } Destroy(hit.collider.transform.parent.gameObject); }else{ if(setElement == 8){ if(Input.GetKeyDown ("e")){ var pickupGOW : Pickup = hit.transform.GetComponent("Pickup"); addStickGrenades(pickupGOW.amount); Destroy(hit.collider.transform.parent.gameObject); } } } } }else{ showWepGui = false; } if (Physics.Raycast (position, direction, hit, distance, layerMaskAmmo.value)){ showAmmoGui = true; if(hit.transform.CompareTag("Ammo")){ var pickupGO : Pickup = hit.transform.GetComponent("Pickup"); //ammo for pistols, rifles if (pickupGO.pickupType == PickupType.Magazines) { var mags : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW"); if(mags != null && mags.firstMode != fireMode.launcher){ notes = ""; textFromPickupScript = note; if(Input.GetKeyDown ("e")){ if(mags.ammoMode == Ammo.Magazines){ mags.magazines += pickupGO.amount; }else{ mags.magazines += pickupGO.amount * mags.bulletsPerMag; } audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } }else{ textFromPickupScript = pickupGO.AmmoInfo; notes = note2; } } //ammo for Sniper rifle if (pickupGO.pickupType == PickupType.SniperMagazines) { var magsSniper : SniperScript = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("SniperScript"); if(magsSniper != null){ notes = ""; textFromPickupScript = note; if(Input.GetKeyDown ("e")){ magsSniper.magazines += pickupGO.amount; audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } }else{ textFromPickupScript = pickupGO.AmmoInfo; notes = note2; } } //ammo for weapon if second fireMode is luancher if (pickupGO.pickupType == PickupType.Projectiles) { var projectile : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW"); if(projectile != null && projectile.secondMode == fireMode.launcher){ notes = ""; textFromPickupScript = note; if(Input.GetKeyDown ("e")){ projectile.projectiles += pickupGO.amount; audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } }else{ textFromPickupScript = pickupGO.AmmoInfo; notes = note2; } } //ammo for rocket launcher if (pickupGO.pickupType == PickupType.Rockets) { var rockets : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW"); if(rockets != null && rockets.firstMode == fireMode.launcher){ notes = ""; textFromPickupScript = note; if(Input.GetKeyDown ("e")){ rockets.projectiles += pickupGO.amount; rockets.EnableProjectileRenderer(); audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } }else{ textFromPickupScript = pickupGO.AmmoInfo; notes = note2; } } //ammo for shotgun if (pickupGO.pickupType == PickupType.Shells) { var bullets : ShotGunScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("ShotGunScriptNEW"); if(bullets != null){ notes = ""; textFromPickupScript = note; if(Input.GetKeyDown ("e")){ bullets.magazines += pickupGO.amount; audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } }else{ textFromPickupScript = pickupGO.AmmoInfo; notes = note2; } } //pickup health if (pickupGO.pickupType == PickupType.Health) { textFromPickupScript = pickupGO.AmmoInfo; notes = ""; if(Input.GetKeyDown ("e")){ var playerGO = GameObject.Find("Player"); var health : PlayerDamageNew = playerGO.gameObject.transform.GetComponent("PlayerDamageNew"); health.hitPoints += pickupGO.amount; audio.clip = pickupSound; audio.Play(); Destroy(hit.collider.gameObject); } } } }else{ showAmmoGui = false; } } else{ enabled = false; } } function addStickGrenades(amount : int){ yield WaitForSeconds(.5); var stickGrenade : GrenadeScript = weaponsInGame[8].gameObject.transform.GetComponent("GrenadeScript"); stickGrenade.grenadeCount += amount; stickGrenade.DrawWeapon(); } function OnGUI(){ GUI.skin = mySkin; var style1 = mySkin.customStyles[0]; if(showWepGui){ if(!equipped){ GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key << E >> to pickup weapon", style1); }else{ GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Weapon is already equipped"); } } if(showAmmoGui){ GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,200), notes + "\n" + textFromPickupScript, style1); } } function DeselectWeapon(){ //Dectivate all weapon for (var i : int = 0; i < weaponsInUse.length; i++){ weaponsInUse[i].gameObject.SendMessage("Deselect", SendMessageOptions.DontRequireReceiver); var deactivate : Component[] = weaponsInUse[i].gameObject.GetComponentsInChildren(MonoBehaviour); for (var d in deactivate) { var d : MonoBehaviour = d as MonoBehaviour; if (d) d.enabled = false; } weaponsInUse[i].gameObject.SetActiveRecursively(false); } Wait(); } function Wait(){ canSwitch = false; yield WaitForSeconds(switchWeaponTime); SelectWeapon(weaponToSelect); yield WaitForSeconds(switchWeaponTime); canSwitch = true; } function SelectWeapon (i : int) { //Activate selected weapon weaponsInUse[i].gameObject.SetActiveRecursively(true); var activate : Component[] = weaponsInUse[i].gameObject.GetComponentsInChildren(MonoBehaviour); for (var a in activate) { var a : MonoBehaviour = a as MonoBehaviour; if (a) a.enabled = true; } weaponsInUse[i].gameObject.SendMessage("DrawWeapon"); var temp : WeaponIndex = weaponsInUse[i].gameObject.transform.GetComponent("WeaponIndex"); weaponToDrop = temp.setWeapon; } function DropWeapon(index : int){ for (var i : int = 0; i < worldModels.length; i++){ if (i == index){ var drop : Rigidbody = Instantiate(worldModels[i], dropPosition.transform.position, dropPosition.transform.rotation); drop.AddRelativeForce(0,50,Random.Range(100, 200)); } } }
  5. albareal

    Fps, OMAS kit

    Hey guys I've been modding OMAs kit and using deatrockers tutorials and I added my first gun. I only problem is that when you pick up the gun and drop it the option to pick the gun back up is gone. Thank you for replying.
  6. 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
  7. 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.
  8. I want to set up path finding for the zombies in fps Kit 1.3.5 using Rain Indie but I cant figure out how to use Rain. Does anyone know how to use rain and set up path finding for the zombies?
  9. I am making a game with the Oma Fpskit 1.3.5 and i have some humanoid animations that I want to use on the zombie model. Is there any way (maybe using Mecanim) that I can use them and have them triggered by the AI script. Thanks
  10. Im trying to use the progress bar script from unity3d third person shooter tutorial in the Oma Fps Kit 1.3.5 to replace the health text. I want the script to change the health bar when the "PlayerDamageNew" script takes damage instead of "HealthController". Thanks, Heres the Progress bar script: using UnityEngine; using System.Collections; public class ProgressBar : MonoBehaviour { public HealthController lthealthController; public Texture foregroundTexture; public Texture backgroundTexture; public Texture2D damageTexture; public bool rightSide = false; void OnGUI () { // Make rect 10 pixels from side edge and 6 pixels from top. Rect rect = new Rect(10, 6, Screen.width/2-10-40, backgroundTexture.height); // If this is a right side health bar, flip the rect. if (rightSide) { rect.x = Screen.width - rect.x; rect.width = -rect.width; } // Draw the background texture GUI.DrawTexture(rect, backgroundTexture); float health = healthController.normalizedHealth; // Multiply width with health before drawing the foreground texture rect.width *= health; // Get color from damage texture GUI.color = damageTexture.GetPixelBilinear(health, 0.5f); // Draw the foreground texture GUI.DrawTexture(rect, foregroundTexture); // Reset GUI color. GUI.color = Color.white; } }
  11. Ok im trying to add weapons into the fps kit by replacing the models in weapon manager but for some reason all the models i put in are just floating outside the fps hands. Any help would be great! Thanks
  12. Hey guys, So I have this door script (It's actually not mine I got it from desert fortress pack) and I'm using it with the FPS kit By OMA. I can't figure out how to add the "press e to use" gui that is on the weapon pickup and stuff. I want to figure out a way to add that gui to the door. Thanks! using UnityEngine; using System.Collections; //Instruction: //Make an empty game object and call it "Door" //Rename your 3D door model to "Body" //Parent a "Body" object to "Door" //Make sure thet a "Door" object is in left down corner of "Body" object. The place where a Door Hinge need be //Add a box collider to "Door" object and make it much bigger then the "Body" model, mark it trigger //Assign this script to a "Door" game object that have box collider with trigger enabled //Press "e" (Default) to open and close the door //Make sure the main character is tagged "player" public class open_door : MonoBehaviour { public float smooth = (float)2.0; public float DoorOpenAngle = (float)110.0; public float DoorCloseAngle = (float)0.0; public bool open = false; public bool enter = false; public string defined_key = "e"; // Update is called once per frame void Update () { if(open == true) { var target = Quaternion.Euler (transform.localRotation.x, DoorOpenAngle, transform.localRotation.z); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth); } if(open == false) { var target1 = Quaternion.Euler (transform.localRotation.x, DoorCloseAngle, transform.localRotation.z); // Dampen towards the target rotation transform.localRotation = Quaternion.Slerp(transform.localRotation, target1, Time.deltaTime * smooth); } if(enter == true) { if(Input.GetKeyDown(defined_key)) { open = !open; } } } //Activate the Main function when player is near the door void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { //Debug.Log("Trigger Enter"); (enter) = true; } } //Deactivate the Main function when player is go away from door void OnTriggerExit (Collider other) { if (other.gameObject.tag == "Player") { //Debug.Log("Trigger Exit"); (enter) = false; } } //@youtube.com/user/maksimum654321 }
  13. danielvd

    Dark Plague

    Dark Plague It has been a while since I last posted anything on this showcase. Thought I would post an update on the project's status and what I've accomplished this far. Note: I barely have time to work on this project (This includes learning what I've learned so far and applying it on the project). How updates will be posted from now on: Expected features: Download and file handling information: Please note:
  14. When I press E near a vehicle in OMA's FPSKit I can't get in, it says InvalidCastException: Cannot cast from source type to destination type. WehicleScript.GetIn () (at Assets/Resources/OldScripts/Vehicle scripts/WehicleScript.js:52) WehicleScript+$Action$479+$.MoveNext () (at Assets/Resources/OldScripts/Vehicle scripts/WehicleScript.js:42) UnityEngine.GameObject:BroadcastMessage(String) FPSCcameraScript:Update() (at Assets/Resources/OldScripts/Vehicle scripts/FPSCcameraScript.js:18) I didn't change anything in the original scripts. I hope someone can help me with this problem!
  15. So as of friday i will be inactive untill after new year im going to England for Christmas and no computers around so have a great Xmas and a happy new year all!!
  16. Hey Guys do any of you know how to change the walk speed of a zombie in the OMA FPS Kit 1.3.5? Thanks
  17. So I FINALLY figured stuff out and got my Halo 3 Assault Rifle in the Kit! But I have custom animations. And they are not in the same FBX file. They are attached to the same model, but each one has its on model. So how do I fix this???
  18. So over the past 4-5 days i have been on off modelling and this is what i ended up with after saying it would be a quick test for tessellation haha. Next is Optimization (Without Turbo-smoothing is 35,000 Triangles with a ton of room to lower, 6,000 is the target for Game ready maybe lower!) Overview of model! HIGH POLY - 2 MILLION TRIANGLES! First person views! Feedback is welcome so lemme know if you like them or not!! UPDATE: Low Poly Completed! 4/2K Normal Map LOW POLY 5,300 TRIANGLES!
  19. Hi guys i was just wondering if anyone knew how to fix a glitch ive been having. When i shoot the sniper rifle (oma fpskit) it shoots higher than the designated area where the bullet is supposed to go.
  20. So i'm not amazing with coding. But i've been trying to get a Wave/Round Spawner for enemies. My Unity3D asset store is broken and I've been trying to fix it but it won't load. This may be a stupid question, but does anyone know where I may possibly find a round spawning script? Or if there are tutorials?
  21. Good evening everyone! My question is, how can i drop the weapon in OMA´s FPS kit, without taking a new one? First i tried it with a "empty" weapon, but this isnt realy a satisfying solution.
  22. So well i set myself a challenge to create a FNP90 at the same time i set my modeler (Darknet) to make an MP7. NEW RENDERS!!! 31/03/2013 I used 3D Studio Max 2012. Anyway here the High poly renders. Poly count is just in the million mark First person perspective. Side Veiw Angled Veiw NEW RENDERS : 31/03/2013 If i make anymore Models ill add them to this topic. ALSO just to calrify this. DO NOT ASK TO DOWNLOAD THIS MODEL OR ASK ANYONE TO GIVE YOU THIS MODEL. IT IS FOR SHOWCASE ONLY!
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