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Found 8 results

  1. AU FPS v1.6 How to do smoke granade and grenade? PLEASE HELP
  2. oksade

    AU FPS WAVE SYSTEM?

    Hello there. I want to do the wave system, can you help? I have a code that I know, but when the seconds are over, the zombies are coming, and when I kill all the zombies I want to start a new wave using UnityEngine; using System.Collections; using System.Collections.Generic; public class Spawner : MonoBehaviour { public Transform destination = null; // Color of the gizmo public Color gizmoColor = Color.red; //----------------------------------- // All the Enums //----------------------------------- // Spawn types public enum SpawnTypes { Normal, Once, Wave, TimedWave } // The different Enemy levels public enum EnemyLevels { Easy, Medium, Hard, Boss } //--------------------------------- // End of the Enums //--------------------------------- // Enemy level to be spawnedEnemy public EnemyLevels enemyLevel = EnemyLevels.Easy; //---------------------------------- // Enemy Prefabs //---------------------------------- public GameObject EasyEnemy; public GameObject MediumEnemy; public GameObject HardEnemy; public GameObject BossEnemy; private Dictionary<EnemyLevels, GameObject> Enemies = new Dictionary<EnemyLevels, GameObject>(4); //---------------------------------- // End of Enemy Prefabs //---------------------------------- //---------------------------------- // Enemies and how many have been created and how many are to be created //---------------------------------- public int totalEnemy = 10; private int numEnemy = 0; private int spawnedEnemy = 0; //---------------------------------- // End of Enemy Settings //---------------------------------- // The ID of the spawner private int SpawnID; //---------------------------------- // Different Spawn states and ways of doing them //---------------------------------- private bool waveSpawn = false; public bool Spawn = true; public SpawnTypes spawnType = SpawnTypes.Normal; // timed wave controls public float waveTimer = 30.0f; private float timeTillWave = 0.0f; //Wave controls public int totalWaves = 5; private int numWaves = 0; //---------------------------------- // End of Different Spawn states and ways of doing them //---------------------------------- void Start() { // sets a random number for the id of the spawner SpawnID = Random.Range(1, 500); Enemies.Add(EnemyLevels.Easy, EasyEnemy); Enemies.Add(EnemyLevels.Boss, BossEnemy); Enemies.Add(EnemyLevels.Medium, MediumEnemy); Enemies.Add(EnemyLevels.Hard, HardEnemy); } // Draws a cube to show where the spawn point is... Useful if you don't have a object that show the spawn point void OnDrawGizmos() { // Sets the color to red Gizmos.color = gizmoColor; //draws a small cube at the location of the gam object that the script is attached to Gizmos.DrawCube(transform.position, new Vector3 (0.5f,0.5f,0.5f)); } void Update () { if(Spawn) { // Spawns enemies everytime one dies if (spawnType == SpawnTypes.Normal) { // checks to see if the number of spawned enemies is less than the max num of enemies if(numEnemy < totalEnemy) { // spawns an enemy spawnEnemy(); } } // Spawns enemies only once else if (spawnType == SpawnTypes.Once) { // checks to see if the overall spawned num of enemies is more or equal to the total to be spawned if(spawnedEnemy >= totalEnemy) { //sets the spawner to false Spawn = false; } else { // spawns an enemy spawnEnemy(); } } //spawns enemies in waves, so once all are dead, spawns more else if (spawnType == SpawnTypes.Wave) { if(numWaves < totalWaves + 1) { if (waveSpawn) { //spawns an enemy spawnEnemy(); } if (numEnemy == 0) { // enables the wave spawner waveSpawn = true; //increase the number of waves numWaves++; } if(numEnemy == totalEnemy) { // disables the wave spawner waveSpawn = false; } } } // Spawns enemies in waves but based on time. else if(spawnType == SpawnTypes.TimedWave) { // checks if the number of waves is bigger than the total waves if(numWaves <= totalWaves) { // Increases the timer to allow the timed waves to work timeTillWave += Time.deltaTime; if (waveSpawn) { //spawns an enemy spawnEnemy(); } // checks if the time is equal to the time required for a new wave if (timeTillWave >= waveTimer) { // enables the wave spawner waveSpawn = true; // sets the time back to zero timeTillWave = 0.0f; // increases the number of waves numWaves++; // A hack to get it to spawn the same number of enemies regardless of how many have been killed numEnemy = 0; } if(numEnemy >= totalEnemy) { // diables the wave spawner waveSpawn = false; } } else { Spawn = false; } } } } // spawns an enemy based on the enemy level that you selected private void spawnEnemy() { GameObject Enemy = (GameObject) Instantiate(Enemies[enemyLevel], gameObject.transform.position, Quaternion.identity); UnityEngine.AI.NavMeshAgent n = Enemy.GetComponent<UnityEngine.AI.NavMeshAgent>(); n.destination = destination.position; Enemy.SendMessage("setName", SpawnID); // Increase the total number of enemies spawned and the number of spawned enemies numEnemy++; spawnedEnemy++; } // Call this function from the enemy when it "dies" to remove an enemy count public void killEnemy(int sID) { // if the enemy's spawnId is equal to this spawnersID then remove an enemy count if (SpawnID == sID) { numEnemy--; } } //enable the spawner based on spawnerID public void enableSpawner(int sID) { if (SpawnID == sID) { Spawn = true; } } //disable the spawner based on spawnerID public void disableSpawner(int sID) { if(SpawnID == sID) { Spawn = false; } } // returns the Time Till the Next Wave, for a interface, ect. public float TimeTillWave { get { return timeTillWave; } } // Enable the spawner, useful for trigger events because you don't know the spawner's ID. public void enableTrigger() { Spawn = true; } }
  3. Hey guys ! I just wanted to share my tribute to the halo franchise with this halo indie game I am making with OMA's fps kit My Game is called Halo: Spartan 117 follow it on http://gamejolt.com/games/action/halo-spartan-117/35922/ (You can also find more screenshots and videos here) here is a screenshot
  4. Hi guys, I'm looking for a team of members as: -Animator -Programmer -3D disigner Answer the following questions: -Request payments? -In your opinion, how good you are at 1 to 10? -Are you often online? -How old are you?
  5. Hi everybody ! I'm TheFullUpload, a french developer and presently, i develop a FPS Multiplayer. I'm 15 years old, i live in France. This game is Kill to Survive. You can test the Pre-Alpha #1 here. Here's a preview of the M200 (Sniper) in the game : https://www.youtube.com/watch?v=yUXbth9IdNc If you test the Pre-Alpha, tell me what you think and if you find any bugs ! Thanks to OneManArmy for his help, bye !
  6. 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.
  7. So Austin Evans just released a $1000 build for the month of september, at the end of the month i'll be a little bit short of $1500 but will still be able to get the original $1500 build i was planning since a couple months ago. Which one should i get, here are the vids so you can see all specs $1000 build $1500 build I'd appreciate if anyone can help me, but i'd really like if any of these members can give me advice since i had the impression of them knowing alot about PC builds @OneManArmy @DannyIsSoPro @DaBossTMR @YoungDeveloper Im also trying to choose between these 2 monitors if you know better please post: foris fs2333 Ben Q
  8. multicody10

    Good times

    I remember when I used to watch DaBossTMR, OneManArmy, Deatrocker, and other Unity users. I used to think they were so cool, and awesome at what they did. Now, here I am talking to them. . Anyway,I just remembered that, and wanted to share that. Thanks for reading!
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