Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

Search the Community

Showing results for tags 'vehicle'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
    • Example Projects
    • Scripts
    • Shaders
    • Unity Tutorials
    • FPS Kit Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
    • Sell
    • Request
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials
  • Busy People's Introductions
  • Photon's Tutorials
  • Photon's Photon General
  • Photon's Showcase


  • Free Projects
  • Free Assets
  • Game Demos
  • Photon's Files

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





YouTube URL

Facebook URL

Twitter URL

IndieGoGo URL

Kickstarter URL


GreenLight URL



Found 14 results

  1. Hello guys..I have this problem When the player is driving the vehicle and he is attacked by an enemy everything works fine. The player dies and the "spawn" menu appears . But when the player is spawned again, the vehicle controller is still enabled. This only happens when the player dies driving the car. I've tried everything but I can't fix it. I think that it can be solved with something like: if player is dead then vehicle control = disabled. But I can't find how the player receives damage while he is inside the car. Any ideas? Thanks Ps: please don't ask me to show the scripts and that kind of stuff.. I have no problem with it, but I don't have a WiFi connection right now so I'm posting this with my smartphone
  2. Hello guys i just found this car project. It has Realistic suspension ,but it doesn't have engine sound. Its not made by its made by Quill18. Download:http://quill18.com/unity_tutorials/Race%20Test.zip His YouTube channel:https://www.youtube.com/user/quill18creates
  3. Societatem is Singleplayer & Multiplayer tactical FPS. It features infantry combat with a class system, vehicle combat which currently includes jeeps, tanks and helicopters, and specialized game modes such as Takeover and TDM. The infantry features advanced movement such as parkour which includes flipping and climbing over obstacles, leaning around walls and rolling in and out of cover. There are bots in the game and many unlockables you can acquire by earning experience while playing. Current team members: William - Lead programmer, animator Chris (LuxuriousSociety) - Lead modeler, texturer, co-programmer Joltation - Orchestrator The open alpha for Societatem will start at the time of the IGoAUC 2014 competition, which is 25th of December, 2014. More information about the game can be found on our IndieDB page and YouTube channel. We post update videos on YouTube and news on IndieDB. Keep in mind that the latest information on both sites are most likely outdated and differ greatly from what is actually implemented in the game. To save myself the time of doing everything twice, once on here, once on IndieDB, please "watch" our game on IndieDB if interested! IndieDB YouTube Channel Thanks for reading, - William, RedCrusaderGames
  4. Hello everyone! I have a dilemma that I can not solve. I comment as it comes. want to create a sound engine, with different bases on engine rpm. I will explain my idea! Script: using UnityEngine; using System.Collections; public class RealSonidoMotor : MonoBehaviour { public audioClip Low; public float fadeOutL = 3000; //(these are the rpm) public float EndfadeOutL = 7000; public audioClip Med; public float startM = 3000;//(volume starts from 0) public float fadeInM = 4000;//(Volume 0-1) public float fadeOutM = 6000;//(Volume 1-0) public float EndfadeOutM = 7000;//(volume 0) public audioClip High; public float startH = 5000; public float fadeInH = 7000; Drivetrain drivetrain; float volumeFactor; int i,k; AudioSource CreateAudioSource(AudioClip clip, bool loop, bool playImmediately, Vector3 position) { GameObject go = new GameObject("audio"); go.transform.parent = transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.identity; go.AddComponent(typeof(AudioSource)); go.audio.clip = clip; go.audio.playOnAwake = false; if (loop==true){ go.audio.volume = 0; go.audio.loop = true; } else go.audio.loop = false; if (playImmediately) go.audio.Play(); return go.audio; } void Start () { LowSource = CreateAudioSource(Low, true, true,Vector3.zero); MedSource = CreateAudioSource(Med, true, true,Vector3.zero); HighSource = CreateAudioSource(High, true, true,Vector3.zero); drivetrain=GetComponent<Drivetrain>(); } void Update () { if(drivetrain.throttle > 0){ if(Input.GetButton ("Throttle")){ if(this.drivetrain.rpm > 800){ {if (!LowSource.isPlaying) LowSource.Play();} LowSource.volume=1; } if(this.drivetrain.rpm > fadeOutL){ LowSource.volume = the problem is here, I want the volume down to 1-0 between floats "fadeOutL / EndfadeOutL" } } } } } ----------------------------------------------------------------------------------------- the vehicle has different gears: 1,2,3,4,5 and 6 making the next "gear" rpm slower increase as it does in reality .. any idea?
  5. Hi everyone! I'm glad I found this great community- I'm looking forward to sharing what little wisdom I've scraped together. As a side project, I've created a small indie game company called Gritty Reboot Studios ("small" in the sense that it's just me, and "indie" in the sense that I'm making no money with it). To kick things off I started development on a racing game called Aerogyre Racing League. Right now there is a ton of placeholder art and effects, and the AI of the other racers is pretty comical, but it has been a great learning experience. Here's a direct link to the playable demo (I use that term pretty loosely). Your comments and criticisms are welcome- I'm pretty thick skinned, so have at it!
  6. Hey there! I have started a new Indie FPS Multiplayer game called Societatem. Updates can be found on my channel at: https://www.youtube.com/user/RedCrusaderGames All game devs who want to join are welcome xD - RedCrusaderGames
  7. 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!
  8. WzL

    Vehicles and stability

    Hi, What is good way to create steering / driving assist (stability) control to car? Our current game idea will include various choices for that and I have already created two, one for steering and one for stability. Steering just lowers steering max angle when speed goes up and stability control brakes on selected wheel when z-axis changes enough. My goal is not to create realistic driving simulation, goal is to make fun game where player can play with physics. So, any good ideas, anyone?
  9. need a military vehicle...for you games .its without interiors so can be used as tps enjoy.. . logo and name is too old don't laugh Download Link - http://conceptforart.blogspot.in/2013/12/blog-post.html
  10. Hi guys , I have test the " enter exit vehicle " on network, (JS code) I have a probleme with the name of networkplayer. name is "NetworkPlayer+photon.owner" var car : Transform; var player : Transform; private var Player : GameObject; var exitPoint : Transform; var doorTriggerLeft : Transform; private var PlayerCamera : GameObject; var CarCamera : Camera; var isPlayerVisible : boolean; var Car : GameObject; //var MainCam : GameObject; //var WeaponCam : GameObject; var photonView : String = "PhotonView"; var CarScript : String = "ScriptName"; function Start (){ Car.GetComponent(CarScript).enabled=false; Player = GameObject.FindWithTag("Player"); //player = Transform.FindWithTag("Player"); } function Update(){ if (Input.GetButtonUp("Use")&& isPlayerVisible){ // make player invisible and still standing // player.gameObject.SetActiveRecursively(false); //player.gameObject.active = false; // GameObject.FindWithTag("Player").active=false; GameObject.Find("NetworkPlayer(Clone)"+ photonView.owner).active=true; // parent player to Exit Point // player.parent = exitPoint.transform; player.transform.localPosition = Vector3(-1.5,0,0); // parent PlayerParent to car exitPoint.parent = car.transform; // exitPoint.transform.localPosition = Vector3(-0.5,0,0); // Enable Car as controllabe object Car.GetComponent(CarScript).enabled=true; // MainCam.GetComponent("Camera").enabled=false; // WeaponCam.GetComponent("Camera").enabled=false; CarCamera.enabled = true; } else { if (Input.GetKeyUp("r")){ // make character visible again // player.gameObject.SetActiveRecursively(true); // player.gameObject.active = true; GameObject.Find("NetworkPlayer(Clone)"+ photonView.owner).active=false; // unparent player from everything // player.transform.parent = null; // parent Exit Point to door Trigger // exitPoint.parent = doorTriggerLeft.transform; // disable car as controllable GameObject.Find("Car").GetComponent("Car").enabled=false; // MainCam.GetComponent("Camera").enabled=true; //WeaponCam.GetComponent("Camera").enabled=true; CarCamera.enabled = false; } } } function OnTriggerEnter(Player : Collider) { isPlayerVisible = true; } function OnTriggerExit(Player : Collider) { isPlayerVisible = false; } My wrong line : "GameObject.Find("NetworkPlayer(Clone)"+ photonView.owner).active=true;" Have you a solution ?
  11. This is the script I'm using "Credits To Andrew Gotow" Edited for extra features. The car will drive etc but starts in gear 0 "suppose to be neutral i guess" though you can get up to like 40MPH in gear 0.. then it goes to 1 then 2. And it gets stuck.. there is 6 gears for the car. I found that "rigidbody.drag = rigidbody.velocity.magnitude / 250;" Is causing the problem but removing this obviously increases the speed of the car dramatically and the car is uncontrollable.. So I'm pretty much stumped on what i am suppose to do...
  12. Hello how are you? would need to help me with something I do not understand. I am using unityCar, and everything is perfect, very good .. but I have a problem I do not understand and I can not fix ... I drive the vehicle at high speeds (350 kmh) and destabilizes the car loses grip of the road .. which when you want to turn left or right wheels lose grip .. unitycar have used some of you? someone had this error and fix it? I'm from Argentina .. forgive me if I do not understand .. I hope you can help if anyone has unityCar, and wants. Ask Me and I think a post for everyone. bye
  13. Hey All! I remember when I started learning Unityscript that I spent ages looking for one of these! In the end I wrote one myself, its extremely simple and just uses enabling/disabling of GO's and parenting etc. You will have to edit the GetComponent's where it gets the vehicle driving script. Simply place this on your vehicle and edit it a little and your good! This script also raycasts out the side of the vehicle to check for anything blocking the exit, BUT if only one exit transform is supplied (the left one) then it will not. (EG When you exit while still "inside" the vehicle, like the helis in the FPS kit.) This is currently the script being used in FLARE (my project) #pragma strict var TriggerEnter = false; var InVehicle = false; var Player : GameObject; var PlayerTrans : Transform; var Vehicle : GameObject; var VehicleTrans : Transform; //if only the left is in there will be no checking for blockage on the side of vehicle, this is used for the heli var LeftTrans : Transform; var RightTrans : Transform; var RightRay = false; var LeftRay = false; var VehicleCam : GameObject; var EnterMsg = "Enter Humvee"; function OnTriggerEnter (col : Collider) { if(col.name == "Player") { TriggerEnter = true; } } function OnTriggerExit (col : Collider) { if(col.name == "Player") { TriggerEnter = false; } } function Update(){ if(LeftTrans && RightTrans){ if(Physics.Raycast(transform.position, transform.right, 2)) { RightRay = true; }else{ RightRay = false; } if(Physics.Raycast(transform.position, -transform.right, 2)) { LeftRay = true; }else{ LeftRay = false; } } if(VehicleCam.active){ InVehicle = true; }else{ InVehicle = false; } if(InVehicle){ if(LeftTrans && RightTrans){ if(LeftRay && !RightRay){ PlayerTrans.parent = RightTrans; PlayerTrans.transform.position = RightTrans.transform.position; } if(!LeftRay && RightRay){ PlayerTrans.parent = LeftTrans; PlayerTrans.transform.position = LeftTrans.transform.position; } if(!LeftRay && !RightRay){ PlayerTrans.parent = RightTrans; PlayerTrans.transform.position = RightTrans.transform.position; } }else{ PlayerTrans.parent = LeftTrans; PlayerTrans.transform.position = LeftTrans.transform.position; } } if(Input.GetButtonDown("Interact") && (!InVehicle) && (TriggerEnter)){ GetIn(); } if(Input.GetButtonDown("Interact") && (InVehicle)){ GetOut(); } } function OnGUI(){ if((TriggerEnter) && (!InVehicle)){ GUI.Label(Rect (Screen.width / 2,Screen.height / 2,100,100),EnterMsg); } } function GetIn(){ PlayerTrans.parent = Vehicle.transform; Player.SetActive(false); VehicleCam.SetActive(true); if(GetComponent(HeliDashBoard)){ GetComponent(HeliDashBoard).enabled = true; } if(GetComponent(CarController)){ GetComponent(CarController).enabled = true; } if(GetComponent(HumveeDashBoard)){ GetComponent(HumveeDashBoard).enabled = true; } } function GetOut(){ PlayerTrans.parent = null; Player.SetActive(true); VehicleCam.SetActive(false); if(GetComponent(HeliDashBoard)){ GetComponent(HeliDashBoard).enabled = false; } if(GetComponent(CarController)){ GetComponent(CarController).enabled = false; } if(GetComponent(HumveeDashBoard)){ GetComponent(HumveeDashBoard).enabled = false; } } Enjoy! Tell me if there are any bugs.
  14. I've tried to make it so that my my player can ride a horse, and they can, but I want to disable the horse's movement by disabling it's script named 'Normal Character Motor'. The script that allows the player to enter a vehicle has a variable to disable a certain script, but I'm not sure how to implement it into my Normal Character Motor script to make it work. Can someone please help?
  • Create New...