Author Topic: Getting Into Unity3D Again [Alpha 0.2]  (Read 1202 times)

Decided to start richarding around in Unity3D again.

http://www.youtube.com/watch?v=rUE25NvHLlw

http://www.youtube.com/watch?v=HO-7kzxjgXw

Not entirely coded from scratch but all the models and animations are by me but that's not much to brag about although it was a lot harder than it looks because I had to break a script to get it to work if that makes sense... System I'm using sucks, it indexes and categorizes animations in a cluster forget way. Might turn into a game. I dunno.

I made a few models of some decent looking buildings but haven't implemented them yet. Still need to model the rest of the ammo pick-ups and finish the last two weapons. After that I can worry about adding more refined features if I do work more on this.

Tell me what you think.
« Last Edit: March 26, 2011, 06:14:36 PM by keonesan »

i want this made into a game

with other enemy and weapon types
(99 Guns for inspiration)

and dead bodies as ragdolls

i want this made into a game

with other enemy and weapon types
(99 Guns for inspiration)

and dead bodies as ragdolls

Enemy types = Doable
more weapon types = Doable
99 Guns = forget no
Ragdolls = Probably not, uses too many resources

Coolio, but I suggest lowering the shotgun spread. It's way to large.

Ragdolls = Probably not, uses too many resources

That ain't a problem with today's PC's good sir. c:
Make them disappear when off screen.

That ain't a problem with today's PC's good sir. c:
Make them disappear when off screen.

Easier said than done. Even if I did find an efficient way to clean ragdolls the game would still lag when killing a large group of AI with an explosive or such. I don't want the game to look nice, I just want to mass spam NPCs. :3

Well done, however, I see one problem;
Coolio, but I suggest lowering the shotgun spread. It's way to large.

Enemy types = Doable
more weapon types = Doable
99 Guns = forget no
Ragdolls = Probably not, uses too many resources
99 guns as in the game for inspiration

99 guns as in the game for inspiration

Ah I see.

Anyways I decided to attempt to turn this into a game. What I've done so far this morning:

- Added Sound Effects To Grenade Launcher and Flame Thrower (Finished Them As Well)
- Made Models For Ammo Pick-Ups
- Slightly Changed The GUI
- Modified Scoring System
- Fixed Shooting While Dead?
- Changed Director Settings
     - Director Will Now Increase Zombie Cap Rate By 25 Every Round Rather Than Lowering Spawn Time
- Began Working On Main Menu

My Goal For Today:
- Make Some Map Entities
- Find A Way To Save Scores (Probably Won't Be Able To Do This)
- Fix All Player Death Glitches
- Fix Bad Loops On Animations
- Fix Index On Animation (Is Somewhat Fixed But In A Really Lazy Manner)
- Work On A New Enemy Type
- Work On A New Weapon Type

Wish me luck. :/

Btw I intend on making an enemy that shoots projectiles since the function is already in the script but I never used it yet. It's written pretty crapily but I'll try to get it running today.

It reminds of Dead Frontier, except DF is an MMO.

I used to play it until I got perma'd for being too kawaii sugoi. ムホ~

ARRRGGHH!!! I made a spitter type zombie but the projectile won't damage the player! WHY!?

EDIT: NVM got it working but now it zombies do 2 melee damage instead of 5. God dammit.
DOUBLE EDIT: Fixed. :/

Code: [Select]
var SpitBloodSplat:GameObject;
var SpitMissShot:GameObject;
var SpitDamage:float;

private var enemy;
function Start(){
enemy=GameObject.FindWithTag("Enemy");
Physics.IgnoreCollision(enemy.collider,gameObject.collider,true);
}

function Update () {
Destroy(gameObject,0.5);
}

function OnCollisionEnter(spitcol:Collision){
var spitcontact : ContactPoint = spitcol.contacts[0];
var spitrot : Quaternion = Quaternion.FromToRotation(Vector3.up, spitcontact.normal);
var spitpos : Vector3 = spitcontact.point;
if(spitcol.gameObject.tag=="Player")
{
spitcol.gameObject.SendMessage("ApplyDamage",SpitDamage);
spitcol.gameObject.BroadcastMessage("PlayerAnimationState",11);
Instantiate(SpitBloodSplat,spitpos,spitrot);
}
else if(SpitMissShot)
Instantiate(SpitMissShot,spitpos,spitrot);
Destroy(gameObject);
}
« Last Edit: March 26, 2011, 05:42:01 PM by keonesan »

all it says is var SpitDamage:float;, have you defined it?

i'm not that good at that language so dont say i'm stupid  :cookieMonster:

all it says is var SpitDamage:float;, have you defined it?

i'm not that good at that language so dont say i'm stupid  :cookieMonster:

The game object itself can define the damage.

The issue now is that it's interfering with the normal zombie's damage rate.

EDIT: Nvm found the issue. I apparently forgeted with the wrong script by mistake and set the damage rate for normal zombies to 2. Derp.

Double Edit: Yeah spitter zombies are done! I just need to modify the lifespan of the projectile then add spitter zombies to the director spawner.
« Last Edit: March 26, 2011, 05:42:45 PM by keonesan »

ITT: Minecraft + Left 4 Dead

ITT: Minecraft + Left 4 Dead

Hue.

Anyways I have another issue. I'm getting an error saying that spit projectiles are trying to access the colliders to the zombies and it says they don't exist. Bullstuff.

It doesn't seem to be effecting anything though so I'll just let it run that error in the console. :/