Author |
Message |
alishan22
|
Friday, September 14, 2012
Sweet nabako and majin that desert is looking good but needs some improvements.
|
NabaKonvecit
|
Saturday, September 15, 2012
I didn't make this code but I found it in this site it has the thing we need and its an open source just mention the site so that we do not get unwanted troubles and problems
http://pastie.org/private/b4ryh3irtrkwzr3uieqmmg
http://www.scottpetrovic.com/blog/2010/11/unity3d-game-progress-flying-controls/
|
Damaera
|
Saturday, September 15, 2012
I'm not sure why you made the terrain look so smooth. If you look at all kinds of terrain, you'll see that almost all of it is not smooth at all. I'm also not sure why you're copying Adam's interpretation of the Cell Games scenery, which itself is an interpretation of the Raging Blast 2 environment.
|
NabaKonvecit
|
Saturday, September 15, 2012
until now majin jake was working on the project alone and he was making all the models I`m just supplying him with the script that makes the game playable with a little bit of tweaking I can remake the controls to make it a little more like ZEQ2-Lite controls till now that is
|
Damaera
|
Sunday, September 16, 2012
If you're talking to me, my original post wasn't referring to you.
|
Majin Jake
|
Sunday, September 16, 2012
was talking to me, however, because you do not like my map?
|
Damaera
|
Sunday, September 16, 2012
Me not riding your Richard and not blindly saying your map is the best thing ever isn't me considering your map as trash. I commented on your product and gave you some small criticism.
|
najeeb
My Sir
|
Monday, September 17, 2012
Damaera wrote : Me not riding your Richard .
that was not necessary
|
Majin Jake
|
Monday, September 17, 2012
damarea you is a Earth Special Forces member and Naruto: Naiteki Kensei ?
|
Damaera
|
Monday, September 17, 2012
najeeb wrote : Damaera wrote : Me not riding your Richard .
that was not necessary  Yeah, sorry for stating the truth. I forgot that the people here feed off of false hope.
|
NabaKonvecit
|
Monday, September 17, 2012
Damaera wrote : najeeb wrote : Damaera wrote : Me not riding your Richard .
that was not necessary  Yeah, sorry for stating the truth. I forgot that the people here feed off of false hope.
Aww that`s some strong accusation there damaera
|
TRL
|
Tuesday, September 18, 2012
Leave him be. He's forever alone. He feeds on the quarrel against the people here and then the people there, etc...
|
NabaKonvecit
|
Tuesday, September 18, 2012
TRL wrote : Leave him be. He's forever alone. He feeds on the quarrel against the people here and then the people there, etc...
I know what you mean Mr.Bruno
|
Damaera
|
Tuesday, September 18, 2012
TRL wrote : Leave him be. He's forever alone. He feeds on the quarrel against the people here and then the people there, etc... I'm not wrong.
|
najeeb
My Sir
|
Wednesday, September 19, 2012
Damaera wrote : TRL wrote : Leave him be. He's forever alone. He feeds on the quarrel against the people here and then the people there, etc... I'm not wrong.
ZEQ started no better than any of this -
|
NabaKonvecit
|
Wednesday, September 19, 2012
Stop this argument its going to get us nowhere
back to topic
/// <summary>
/// PlayerAttack.cs
///
/// This is a basic attack script to get us use to usng C# and Unity
///
/// Attach this script to your player
/// </summary>
using UnityEngine;
using System.Collections;
public class PlayerAttack : MonoBehaviour {
public GameObject target;
public float attackTimer;
public float coolDown;
// Use this for initialization
void Start () {
attackTimer = 0;
coolDown = 2.0f;
}
// Update is called once per frame
void Update () {
if(attackTimer > 0)
attackTimer -= Time.deltaTime;
if(attackTimer < 0)
attackTimer = 0;
if(Input.GetKeyUp(KeyCode.F)) {
if(attackTimer == 0) {
Attack();
attackTimer = coolDown;
}
}
}
private void Attack() {
float distance = Vector3.Distance(target.transform.position, transform.position);
Vector3 dir = (target.transform.position - transform.position).normalized;
float direction = Vector3.Dot(dir, transform.forward);
if(distance < 2.5f) {
if(direction > 0) {
EnemyHealth eh = (EnemyHealth)target.GetComponent("EnemyHealth");
eh.AddjustCurrentHealth(-10);
}
}
}
}
this code is going to let us Attack when we hit the F button I`m working on a way to make the script work with animation`s but bear with it till I'm finished
plus you need
/// <summary>
/// PlayerHealth.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// Display the players health in game
///
/// Attach this class to your player character
/// </summary>
using UnityEngine;
using System.Collections;
public class PlayerHealth : MonoBehaviour {
public int maxHealth = 100;
public int curHealth = 100;
public float healthBarLength;
// Use this for initialization
void Start () {
healthBarLength = Screen.width / 2;
}
// Update is called once per frame
void Update () {
AddjustCurrentHealth(0);
}
void OnGUI() {
GUI.Box(new Rect(10, 10, healthBarLength, 20), curHealth + "/" + maxHealth);
}
public void AddjustCurrentHealth(int adj) {
curHealth += adj;
if(curHealth < 0)
curHealth = 0;
if(curHealth > maxHealth)
curHealth = maxHealth;
if(maxHealth < 1)
maxHealth = 1;
healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
}
}
this code for the player health
and this code for enemy health
/// <summary>
/// EnemyHealth.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// A basic script display the health of a mob in game
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyHealth : MonoBehaviour {
public int maxHealth = 100;
public int curHealth = 100;
public float healthBarLength;
// Use this for initialization
void Start () {
healthBarLength = Screen.width / 2;
}
// Update is called once per frame
void Update () {
AddjustCurrentHealth(0);
}
void OnGUI() {
GUI.Box(new Rect(10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
}
public void AddjustCurrentHealth(int adj) {
curHealth += adj;
if(curHealth < 0)
curHealth = 0;
if(curHealth > maxHealth)
curHealth = maxHealth;
if(maxHealth < 1)
maxHealth = 1;
healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
}
}
and this code for the enemy attack
/// <summary>
/// EnemyAttack.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// This is a very basic Mob Attack script that we are going to use to get use to coding in C# and Unity
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyAttack : MonoBehaviour {
public GameObject target;
public float attackTimer;
public float coolDown;
// Use this for initialization
void Start () {
attackTimer = 0;
coolDown = 2.0f;
}
// Update is called once per frame
void Update () {
if(attackTimer > 0)
attackTimer -= Time.deltaTime;
if(attackTimer < 0)
attackTimer = 0;
if(attackTimer == 0) {
Attack();
attackTimer = coolDown;
}
}
private void Attack() {
float distance = Vector3.Distance(target.transform.position, transform.position);
Vector3 dir = (target.transform.position - transform.position).normalized;
float direction = Vector3.Dot(dir, transform.forward);
if(distance < 2.5f) {
if(direction > 0) {
PlayerHealth eh = (PlayerHealth)target.GetComponent("PlayerHealth");
eh.AddjustCurrentHealth(-10);
}
}
}
}
last code is for the enemy AI to make the enemy target and attack you
/// <summary>
/// EnemyAI.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// This is some very basic Mob AI we are going to use to get use to coding in C# and Unity
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyAI : MonoBehaviour {
public Transform target;
public int moveSpeed;
public int rotationSpeed;
public int maxDistance;
private Transform myTransform;
void Awake() {
myTransform = transform;
}
// Use this for initialization
void Start () {
GameObject go = GameObject.FindGameObjectWithTag("Player");
target = go.transform;
maxDistance = 2;
}
// Update is called once per frame
void Update () {
Debug.DrawLine(target.position, myTransform.position, Color.yellow);
//Look at target
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
//Move towards target
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
}
}
I found this code in
http://www.burgzergarcade.com
thanks for reading [/url]
|
Damaera
|
Wednesday, September 19, 2012
najeeb wrote : Damaera wrote : TRL wrote : Leave him be. He's forever alone. He feeds on the quarrel against the people here and then the people there, etc... I'm not wrong.
ZEQ started no better than any of this - I think you're misunderstanding criticism/neutral comments towards someone's work and are assuming I'm calling someone stuff.
|
alishan22
|
Wednesday, September 19, 2012
NabaKonvecit wrote : Stop this argument its going to get us nowhere
back to topic
/// <summary>
/// PlayerAttack.cs
///
/// This is a basic attack script to get us use to usng C# and Unity
///
/// Attach this script to your player
/// </summary>
using UnityEngine;
using System.Collections;
public class PlayerAttack : MonoBehaviour {
public GameObject target;
public float attackTimer;
public float coolDown;
// Use this for initialization
void Start () {
attackTimer = 0;
coolDown = 2.0f;
}
// Update is called once per frame
void Update () {
if(attackTimer > 0)
attackTimer -= Time.deltaTime;
if(attackTimer < 0)
attackTimer = 0;
if(Input.GetKeyUp(KeyCode.F)) {
if(attackTimer == 0) {
Attack();
attackTimer = coolDown;
}
}
}
private void Attack() {
float distance = Vector3.Distance(target.transform.position, transform.position);
Vector3 dir = (target.transform.position - transform.position).normalized;
float direction = Vector3.Dot(dir, transform.forward);
if(distance < 2.5f) {
if(direction > 0) {
EnemyHealth eh = (EnemyHealth)target.GetComponent("EnemyHealth");
eh.AddjustCurrentHealth(-10);
}
}
}
}
this code is going to let us Attack when we hit the F button I`m working on a way to make the script work with animation`s but bear with it till I'm finished
plus you need
/// <summary>
/// PlayerHealth.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// Display the players health in game
///
/// Attach this class to your player character
/// </summary>
using UnityEngine;
using System.Collections;
public class PlayerHealth : MonoBehaviour {
public int maxHealth = 100;
public int curHealth = 100;
public float healthBarLength;
// Use this for initialization
void Start () {
healthBarLength = Screen.width / 2;
}
// Update is called once per frame
void Update () {
AddjustCurrentHealth(0);
}
void OnGUI() {
GUI.Box(new Rect(10, 10, healthBarLength, 20), curHealth + "/" + maxHealth);
}
public void AddjustCurrentHealth(int adj) {
curHealth += adj;
if(curHealth < 0)
curHealth = 0;
if(curHealth > maxHealth)
curHealth = maxHealth;
if(maxHealth < 1)
maxHealth = 1;
healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
}
}
this code for the player health
and this code for enemy health
/// <summary>
/// EnemyHealth.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// A basic script display the health of a mob in game
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyHealth : MonoBehaviour {
public int maxHealth = 100;
public int curHealth = 100;
public float healthBarLength;
// Use this for initialization
void Start () {
healthBarLength = Screen.width / 2;
}
// Update is called once per frame
void Update () {
AddjustCurrentHealth(0);
}
void OnGUI() {
GUI.Box(new Rect(10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
}
public void AddjustCurrentHealth(int adj) {
curHealth += adj;
if(curHealth < 0)
curHealth = 0;
if(curHealth > maxHealth)
curHealth = maxHealth;
if(maxHealth < 1)
maxHealth = 1;
healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
}
}
and this code for the enemy attack
/// <summary>
/// EnemyAttack.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// This is a very basic Mob Attack script that we are going to use to get use to coding in C# and Unity
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyAttack : MonoBehaviour {
public GameObject target;
public float attackTimer;
public float coolDown;
// Use this for initialization
void Start () {
attackTimer = 0;
coolDown = 2.0f;
}
// Update is called once per frame
void Update () {
if(attackTimer > 0)
attackTimer -= Time.deltaTime;
if(attackTimer < 0)
attackTimer = 0;
if(attackTimer == 0) {
Attack();
attackTimer = coolDown;
}
}
private void Attack() {
float distance = Vector3.Distance(target.transform.position, transform.position);
Vector3 dir = (target.transform.position - transform.position).normalized;
float direction = Vector3.Dot(dir, transform.forward);
if(distance < 2.5f) {
if(direction > 0) {
PlayerHealth eh = (PlayerHealth)target.GetComponent("PlayerHealth");
eh.AddjustCurrentHealth(-10);
}
}
}
}
last code is for the enemy AI to make the enemy target and attack you
/// <summary>
/// EnemyAI.cs
/// Oct 20, 2010
/// Peter Laliberte
///
/// This is some very basic Mob AI we are going to use to get use to coding in C# and Unity
///
/// This script is ment to be attached to a mob, or a mob prefab
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyAI : MonoBehaviour {
public Transform target;
public int moveSpeed;
public int rotationSpeed;
public int maxDistance;
private Transform myTransform;
void Awake() {
myTransform = transform;
}
// Use this for initialization
void Start () {
GameObject go = GameObject.FindGameObjectWithTag("Player");
target = go.transform;
maxDistance = 2;
}
// Update is called once per frame
void Update () {
Debug.DrawLine(target.position, myTransform.position, Color.yellow);
//Look at target
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
//Move towards target
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
}
}
I found this code in
http://www.burgzergarcade.com
thanks for reading [/url]
That will be very useful but the attack with animation will be needed shortly.
|
NabaKonvecit
|
Sunday, September 30, 2012
sorry I`m busy with school work I can't help much now
|
Majin Jake
|
Friday, January 04, 2013
update
|
NELLO!!
Mitico
|
Friday, January 04, 2013
nice majinJake
but where is your Brother?
|
Richma
|
Friday, January 04, 2013
Majin Jake wrote : update 
amazing
can we get a test of this awesome map and do you have a lot to do to finish it?
|
VLadD
|
Friday, January 04, 2013
Majin Jake wrote : update 
Wow it's looking really impressive
|
RealDeal
|
Friday, January 04, 2013
Majin Jake wrote : update 
so this is for ZEQ2,ZEQ2 lite or the ZEQ2 lite unity version?
|
Konan
|
Friday, January 04, 2013
Unity version? What about the Unreal engine version?
|