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Author Topic: [ANN][C2] Coin2 | POS | Official Thread | BF3 | BF4 | CS:GO | Chain of Conflict  (Read 484373 times)
pagona
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March 02, 2015, 05:46:55 PM
Last edit: March 02, 2015, 06:29:20 PM by pagona
 #921

shit man, i tought you are dead  Wink Grin



i tried a game, I LOVE IT, i like those real looking soldiers i am fighting against and those units who come near crashed ufo, they fucked me up, nice weapons, ak47, m16, m72, love them all

life is amazing
souljah1h
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March 02, 2015, 06:55:07 PM
 #922

Hi there !

Here is here some good news:

From Bter:
We have decided to rebuild BTER's backend, completely solve the wallets security issue and re-enable all the tradings.
Source: https://twitter.com/btercom

About Coin2 and exchanges: I'm sharing oldangrey's point of view. There is no emergency to be listed on other places, but we have to think about it.

For your information, Coin2 is listed on the Cryptsy vote list and I made about 60 votes with my Cryptsy points and with 0.01 BTC : https://www.cryptsy.com/coinvotes/

From me:
I'm still alive. I have a few time only because of my 1 year old baby, but I'm following Coin2 here and there (inside the Dev Team).
I don't know exactly what I will be able to do for the FPS dev, but I started to learn Unity with the available video tutorials.

I bought a Realistic FPS prefab to get a part of the work done. I just have to upload it to make available for other developers.

You can test this prefab here: https://dl.dropboxusercontent.com/u/154513922/WebPlayer.html

Unity is really a good game engine and I found many FPS running with it. You will see some examples in this Top 10 video: https://www.youtube.com/watch?v=2An4m8FnGds

I bought an interesting map for the FPS too, an Hydro Power Station but it will require some work to improve it, specially the trees.

https://www.dropbox.com/s/2i4rj7lpuu9p116/Capture%20d%27%C3%A9cran%202015-02-19%2019.08.58.png?dl=0
Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness

_@/'
nrigo
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March 02, 2015, 08:42:10 PM
 #923

Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference.

I like to play with this new prefab demo and I hope we will use it soon Smiley

souljah1h
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March 02, 2015, 10:30:43 PM
 #924

Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference.

I like to play with this new prefab demo and I hope we will use it soon Smiley
Yeah updating the prefab would be a good idea!

_@/'
KingArbinV
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March 03, 2015, 07:19:24 AM
 #925

Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference.

I like to play with this new prefab demo and I hope we will use it soon Smiley
Yeah updating the prefab would be a good idea!

Who wants to help me?? lol I'll update to the new prefab soon but for now im stuck on this::

Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class RigidController2 : MonoBehaviour {
/**
*  Script written by OMA [FPSPrefab1.3]
**/
public bool isRemotePlayer = true;
public float proneSpeed = 1.0f;
public float crouchSpeed = 2.0f;
public float walkSpeed = 8.0f;
public float runSpeed = 20.0f;
public float runSkillLevel = 0.0f;
public float gravitySkillLevel = 0.0f;

public int fallDamageMultiplier = 2;
GameObject fallAnimGO;
public float inAirControl = 0.1f;
public float gravity = 20.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
AudioClip fallSound;
GameObject playerWeapons;
//@HideInInspector
public bool grounded = false;
private bool  sliding = false;
private float speed = 10.0f;
private bool limitDiagonalSpeed = true;
private float normalHeight = 0.5f;
private float crouchHeight = -0.2f;
private float crouchingHeight = 0.3f;
public float proneHeight = -0.7f;
private RaycastHit hit;
private Transform myTransform;
private float rayDistance;
private GameObject mainCameraGO;
private GameObject weaponCameraGO;
int state = 0;
float moveSpeed = 2.0f;
Vector3 targetVelocity = Vector3.zero;
bool  onLadder = false;
float climbSpeed = 10.0f;
bool  canClimb = false;

//[RequireComponent(Rigidbody, CapsuleCollider)]


void  Awake (){
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = GameObject.FindWithTag("MainCamera");
weaponCameraGO = GameObject.FindWithTag("WeaponCamera");
   rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

void  FixedUpdate (){

if(isRemotePlayer)return;

   double inputX = Input.GetAxis("Horizontal");
double inputY = Input.GetAxis("Vertical");
double inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071 : 1.0f;

if (grounded){


if(state == 0)
{
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance))
{
if (Vector3.Angle(hit.normal, Vector3.up) > 30)
{
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}
else
{
sliding = false;

}
}
}

// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= speed;

// Apply a force that attempts to reach our target velocity
Vector3 velocity = rigidbody.velocity;
   Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0f;
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);


if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){

targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

Vector3 velChange = (targetVelocity - rigidbody.velocity);
   velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
   velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

void  OnCollisionStay ( Collision col  ){

foreach(ContactPoint contact in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

void  OnTriggerStay ( Collider other  ){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

void  HitJumpPad ( float velocity  ){
rigidbody.velocity.z += velocity;
}

void  OnCollisionEnter ( Collision collision  ){
if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow);
float currSpeed = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
float damage = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

void  CalculateJumpVerticalSpeed (){
return Mathf.Sqrt(2 * jumpHeight * gravity);
}

void  Update (){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0f;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5f;
collider.center = Vector3 (0, -0.25f, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight)
  {
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight)
{
mainCameraGO.transform.localPosition.y = crouchHeight;
}
else
{
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5f;
collider.center = Vector3 (0, -0.5f, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

void  Accelerate ( float accelerateY ,   float accelerateZ  ){
grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

void  OnGUI (){
if(onLadder && !canClimb)
GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800,100),"Press key >>E<< to Climb");
}
}

Converting it to C# to use it with the new network stuff.. its the last piece of the puzzle lol

World without fiats!
souljah1h
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March 03, 2015, 12:19:54 PM
 #926

Just bought some extra, cheap on polo Wink

_@/'
UdjinM6
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March 03, 2015, 12:32:17 PM
Last edit: March 03, 2015, 04:50:21 PM by UdjinM6
 #927

Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference.

I like to play with this new prefab demo and I hope we will use it soon Smiley
Yeah updating the prefab would be a good idea!

Who wants to help me?? lol I'll update to the new prefab soon but for now im stuck on this::

Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class RigidController2 : MonoBehaviour {
/**
*  Script written by OMA [FPSPrefab1.3]
**/
public bool isRemotePlayer = true;
public float proneSpeed = 1.0f;
public float crouchSpeed = 2.0f;
public float walkSpeed = 8.0f;
public float runSpeed = 20.0f;
public float runSkillLevel = 0.0f;
public float gravitySkillLevel = 0.0f;

public int fallDamageMultiplier = 2;
GameObject fallAnimGO;
public float inAirControl = 0.1f;
public float gravity = 20.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
AudioClip fallSound;
GameObject playerWeapons;
//@HideInInspector
public bool grounded = false;
private bool  sliding = false;
private float speed = 10.0f;
private bool limitDiagonalSpeed = true;
private float normalHeight = 0.5f;
private float crouchHeight = -0.2f;
private float crouchingHeight = 0.3f;
public float proneHeight = -0.7f;
private RaycastHit hit;
private Transform myTransform;
private float rayDistance;
private GameObject mainCameraGO;
private GameObject weaponCameraGO;
int state = 0;
float moveSpeed = 2.0f;
Vector3 targetVelocity = Vector3.zero;
bool  onLadder = false;
float climbSpeed = 10.0f;
bool  canClimb = false;

//[RequireComponent(Rigidbody, CapsuleCollider)]


void  Awake (){
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = GameObject.FindWithTag("MainCamera");
weaponCameraGO = GameObject.FindWithTag("WeaponCamera");
   rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

void  FixedUpdate (){

if(isRemotePlayer)return;

   double inputX = Input.GetAxis("Horizontal");
double inputY = Input.GetAxis("Vertical");
double inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071 : 1.0f;

if (grounded){


if(state == 0)
{
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance))
{
if (Vector3.Angle(hit.normal, Vector3.up) > 30)
{
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}
else
{
sliding = false;

}
}
}

// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= speed;

// Apply a force that attempts to reach our target velocity
Vector3 velocity = rigidbody.velocity;
   Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0f;
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);


if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){

targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

Vector3 velChange = (targetVelocity - rigidbody.velocity);
   velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
   velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

void  OnCollisionStay ( Collision col  ){

foreach(ContactPoint contact in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

void  OnTriggerStay ( Collider other  ){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

void  HitJumpPad ( float velocity  ){
rigidbody.velocity.z += velocity;
}

void  OnCollisionEnter ( Collision collision  ){
if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow);
float currSpeed = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
float damage = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

void  CalculateJumpVerticalSpeed (){
return Mathf.Sqrt(2 * jumpHeight * gravity);
}

void  Update (){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0f;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5f;
collider.center = Vector3 (0, -0.25f, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight)
  {
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight)
{
mainCameraGO.transform.localPosition.y = crouchHeight;
}
else
{
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5f;
collider.center = Vector3 (0, -0.5f, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

void  Accelerate ( float accelerateY ,   float accelerateZ  ){
grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

void  OnGUI (){
if(onLadder && !canClimb)
GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800,100),"Press key >>E<< to Climb");
}
}

Converting it to C# to use it with the new network stuff.. its the last piece of the puzzle lol

Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class RigidController2 : MonoBehaviour {
/**
*  Script written by OMA [FPSPrefab1.3]
**/
public bool isRemotePlayer = true;
public float proneSpeed = 1.0f;
public float crouchSpeed = 2.0f;
public float walkSpeed = 8.0f;
public float runSpeed = 20.0f;
public float runSkillLevel = 0.0f;
public float gravitySkillLevel = 0.0f;

public int fallDamageMultiplier = 2;
GameObject fallAnimGO;
public float inAirControl = 0.1f;
public float gravity = 20.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
AudioClip fallSound;
GameObject playerWeapons;
[HideInInspector]
public bool grounded = false;
private bool  sliding = false;
private float speed = 10.0f;
private bool limitDiagonalSpeed = true;
private float normalHeight = 0.5f;
private float crouchHeight = -0.2f;
private float crouchingHeight = 0.3f;
public float proneHeight = -0.7f;
private RaycastHit hit;
private Transform myTransform;
private float rayDistance;
private GameObject mainCameraGO;
private GameObject weaponCameraGO;
int state = 0;
float moveSpeed = 2.0f;
Vector3 targetVelocity = Vector3.zero;
bool  onLadder = false;
float climbSpeed = 10.0f;
bool  canClimb = false;

void  Awake (){
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = GameObject.FindWithTag("MainCamera");
weaponCameraGO = GameObject.FindWithTag("WeaponCamera");
rayDistance = (collider as CapsuleCollider).height * .5f + (collider as CapsuleCollider).radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

void  FixedUpdate (){

if(isRemotePlayer)return;

float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071f : 1.0f;

if (grounded){


if(state == 0)
{
if ( Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance))
{
if (Vector3.Angle(hit.normal, Vector3.up) > 30f)
{
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500f);
}
else
{
sliding = false;

}
}
}

// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= speed;

// Apply a force that attempts to reach our target velocity
Vector3 velocity = rigidbody.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0f;
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);


if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){

targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

Vector3 velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(new Vector3 (0f, (-gravity + gravitySkillLevel) * rigidbody.mass, 0f));
}

grounded = false;
onLadder = false;
}

void  OnCollisionStay ( Collision col  ){

foreach(ContactPoint contact in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45f){
grounded = true;
}      
}
}

void  OnTriggerStay ( Collider other  ){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

void  HitJumpPad ( float velocity  ){
Vector3 oldVelocity = rigidbody.velocity;
rigidbody.velocity.Set(oldVelocity.x, oldVelocity.y, oldVelocity.z + velocity);
}

void  OnCollisionEnter ( Collision collision  ){
if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow);
float currSpeed = collision.relativeVelocity.magnitude;

if (currSpeed > 25f) {
float damage = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

float  CalculateJumpVerticalSpeed (){
return Mathf.Sqrt(2f * jumpHeight * gravity);
}

void  Update (){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed + 2f) && rigidbody.velocity.magnitude > (walkSpeed - 2f) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed - 2f)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed + 1f) && rigidbody.velocity.magnitude > (crouchSpeed - 1f) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, normalHeight, mainCameraGO.transform.localPosition.z);
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, proneHeight, mainCameraGO.transform.localPosition.z);
}

weaponCameraGO.transform.localPosition.Set(weaponCameraGO.transform.localPosition.x, mainCameraGO.transform.localPosition.y, weaponCameraGO.transform.localPosition.z);


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
(collider as CapsuleCollider).direction = 1;
(collider as CapsuleCollider).height = 2.0f;
(collider as CapsuleCollider).center = new Vector3 (0f, 0f, 0f);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.Translate(0f, Time.deltaTime * moveSpeed, 0f);
}



}else if(state == 1){ //Crouch Position
(collider as CapsuleCollider).direction = 1;
(collider as CapsuleCollider).height = 1.5f;
(collider as CapsuleCollider).center = new Vector3 (0f, -0.25f, 0f);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1f) < crouchHeight){
mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, crouchHeight, mainCameraGO.transform.localPosition.z);
} else {
mainCameraGO.transform.Translate(0f, -crouchingHeight * Time.deltaTime/.1f, 0f);
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight)
{
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1f) > crouchHeight)
{
mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, crouchHeight, mainCameraGO.transform.localPosition.z);
}
else
{
mainCameraGO.transform.Translate(0f, crouchingHeight * Time.deltaTime/.1f, 0f);
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
(collider as CapsuleCollider).direction = 2;
(collider as CapsuleCollider).height = 0.5f;
(collider as CapsuleCollider).center = new Vector3 (0f, -0.5f, 0f);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.Translate(0f, proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude), 0f);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

void  Accelerate ( float accelerateY ,   float accelerateZ  ){
grounded = false;
rigidbody.AddRelativeForce (0f, accelerateY, accelerateZ);
}

void  OnGUI (){
if(onLadder && !canClimb)
GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800f,100f),"Press key >>E<< to Climb");
}
}
WARNING:

DASH: XsV4GHVKGTjQFvwB7c6mYsGV3Mxf7iser6
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March 03, 2015, 01:55:06 PM
 #928

Yeah updating the prefab would be a good idea!

Lol - focus folks. Let's finish the current demo and interface it to the wallet and then while everyone is killing each other we can roll out the new prefab for any survivors ;-)

Coin2.1: UwSmkRvKBUmxQSzJ8N9T5SSy3BBeW86wS
Hyper : HVRL9P7tEfG8NBnfuk1Qo26jNsnhxHhZu8
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March 03, 2015, 03:32:16 PM
 #929

Lol...seriously this has got to be one of the better crypto communities out there
KingArbinV
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March 03, 2015, 04:18:05 PM
Last edit: March 03, 2015, 05:54:56 PM by KingArbinV
 #930

Well I'm excited, I believe Unity is backed into a corner thanks to Unreal making Unreal Engine 4 free, so they might be about to announce Unity5 Pro for Free and release it or just releasing it would be awesome.. either way they are about to make the announcement live, they have even shut their site down and replaced it with a link to the live feed. Kinda makes me mad a bit cause I was trying to look up something for the code, and thanks UdjinM6 but I might have pasted the wrong code into the post I made earlier, I was really tired when I did that, lol. Also I will be gone for a few days and not sure if I will have internet at my aunts or not, so we will see, just don't anyone get heartbroken if I don't make any updates for a few days, lol.

Code:
/**
*  Script written by OMA [FPSPrefab1.3]
**/
var isRemotePlayer = true;
var proneSpeed = 1.0;
var crouchSpeed = 2.0;
var walkSpeed = 8.0;
var runSpeed = 20.0;
var runSkillLevel : float = 0.0;
var gravitySkillLevel : float = 0.0;

var fallDamageMultiplier : int = 2;
var fallAnimGO : GameObject;
var inAirControl = 0.1;
var gravity = 20.0;
var maxVelocityChange = 10.0;
var canJump = true;
var jumpHeight = 2.0;
var fallSound : AudioClip;
var playerWeapons : GameObject;
//@HideInInspector
var grounded = false;
private var sliding : boolean = false;
private var speed = 10.0;
private var limitDiagonalSpeed = true;
private var normalHeight : float = 0.5;
private var crouchHeight : float = -0.2;
private var crouchingHeight = 0.3;
var proneHeight : float = -0.7;
private var hit : RaycastHit;
private var myTransform : Transform;
private var rayDistance : float;
private var mainCameraGO : GameObject;
private var weaponCameraGO : GameObject;
var state : int = 0;
var moveSpeed : float = 2.0;
var targetVelocity : Vector3 = Vector3.zero;
var onLadder : boolean = false;
var climbSpeed : float = 10.0;
var canClimb : boolean = false;

@script RequireComponent(Rigidbody, CapsuleCollider)

function Awake (){
    rigidbody.freezeRotation = true;
    rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = gameObject.FindWithTag("MainCamera");
weaponCameraGO = gameObject.FindWithTag("WeaponCamera");
rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

function FixedUpdate (){

if(isRemotePlayer)return;

var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;

    if (grounded){


if(state == 0){
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > 30){
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}else{
sliding = false;

}
}
}

        // Calculate how fast we should be moving
        targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0, inputY * inputModifyFactor);
        targetVelocity = myTransform.TransformDirection(targetVelocity);
        targetVelocity *= speed;

        // Apply a force that attempts to reach our target velocity
        var velocity = rigidbody.velocity;
        var velocityChange = (targetVelocity - velocity);
        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0;
        rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
  
        
        if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
        }

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
            if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
   speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){
        
targetVelocity = new Vector3(0.0, Input.GetAxis("Vertical") * inputModifyFactor, 0.0 );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

function OnCollisionStay (col : Collision){

for(var contact : ContactPoint in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

function OnTriggerStay(other : Collider){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

function HitJumpPad(velocity : float) {
    rigidbody.velocity.z += velocity;
}

function OnCollisionEnter (collision : Collision){
    if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3, QueueMode.PlayNow);
var currSpeed : float = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
var damage : float = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

function CalculateJumpVerticalSpeed (){
    return Mathf.Sqrt(2 * jumpHeight * gravity);
}

function Update(){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5;
collider.center = Vector3 (0, -0.25, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5;
collider.center = Vector3 (0, -0.5, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

function Accelerate (accelerateY : float, accelerateZ : float){
    grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

function OnGUI(){
if(onLadder && !canClimb)
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key >>E<< to Climb");
}

This is the code I was converting, it was written in JavaScript, and I need to rewrite it in C# but either way Nrigo saved me alot of trouble with the new kit except for one thing, the player does not have an actual body.. so Dominic will have to take the current player body and arms and replace the ones in the premium kit, but the scripts for it should work still, so we should be good to go on that much. Getting it networking ready shouldn't be too big a deal either with all the new scripts we need already written in C#, makes things much easier =D. No need to continue with the old demo, but I do vote for keeping the spiders, lol.. their not in the premium FPS kit at all.. Other than keeping the spiders, the maps need imported to the new setup, not really a problem, just a few hours worth of work, and my idea Garfield is while they are killing each other once we get networking going(it really is an asshole) we can begin integrating and setting up Coin Shop, Nikhil provided a model of a Futuristic Assult Rifle he made to me earlier, and it will be one of the first items sold for actual Coin2.

World without fiats!
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March 03, 2015, 04:19:11 PM
 #931

i agree, i just wanted to remind the comunity to have their wallets up and running, staking, we need secure network.
KingArbinV
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March 03, 2015, 04:34:29 PM
 #932

https://www.youtube.com/watch?v=N8Ao5oyflik

YES!!! UNITY5!!!!

World without fiats!
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March 03, 2015, 05:17:46 PM
Last edit: March 03, 2015, 06:09:54 PM by UdjinM6
 #933

Well I'm excited, I believe Unity is backed into a corner thanks to Unreal making Unreal Engine 4 free, so they might be about to announce Unity5 Pro for Free and release it or just releasing it would be awesome.. either way they are about to make the announcement live, they have even shut their site down and replaced it with a link to the live feed. Kinda makes me mad a bit cause I was trying to look up something for the code, and thanks UdjinM6 but I might have pasted the wrong code into the post I made earlier, I was really tired when I did that, lol. Also I will be gone for a few days and not sure if I will have internet at my aunts or not, so we will see, just don't anyone get heartbroken if I don't make any updates for a few days, lol.

Code:
/**
*  Script written by OMA [FPSPrefab1.3]
**/
var isRemotePlayer = true;
var proneSpeed = 1.0;
var crouchSpeed = 2.0;
var walkSpeed = 8.0;
var runSpeed = 20.0;
var runSkillLevel : float = 0.0;
var gravitySkillLevel : float = 0.0;

var fallDamageMultiplier : int = 2;
var fallAnimGO : GameObject;
var inAirControl = 0.1;
var gravity = 20.0;
var maxVelocityChange = 10.0;
var canJump = true;
var jumpHeight = 2.0;
var fallSound : AudioClip;
var playerWeapons : GameObject;
//@HideInInspector
var grounded = false;
private var sliding : boolean = false;
private var speed = 10.0;
private var limitDiagonalSpeed = true;
private var normalHeight : float = 0.5;
private var crouchHeight : float = -0.2;
private var crouchingHeight = 0.3;
var proneHeight : float = -0.7;
private var hit : RaycastHit;
private var myTransform : Transform;
private var rayDistance : float;
private var mainCameraGO : GameObject;
private var weaponCameraGO : GameObject;
var state : int = 0;
var moveSpeed : float = 2.0;
var targetVelocity : Vector3 = Vector3.zero;
var onLadder : boolean = false;
var climbSpeed : float = 10.0;
var canClimb : boolean = false;

@script RequireComponent(Rigidbody, CapsuleCollider)

function Awake (){
    rigidbody.freezeRotation = true;
    rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = gameObject.FindWithTag("MainCamera");
weaponCameraGO = gameObject.FindWithTag("WeaponCamera");
rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

function FixedUpdate (){

if(isRemotePlayer)return;

var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;

    if (grounded){


if(state == 0){
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > 30){
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}else{
sliding = false;

}
}
}

        // Calculate how fast we should be moving
        targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0, inputY * inputModifyFactor);
        targetVelocity = myTransform.TransformDirection(targetVelocity);
        targetVelocity *= speed;

        // Apply a force that attempts to reach our target velocity
        var velocity = rigidbody.velocity;
        var velocityChange = (targetVelocity - velocity);
        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0;
        rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
  
        
        if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
        }

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
            if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
   speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){
        
targetVelocity = new Vector3(0.0, Input.GetAxis("Vertical") * inputModifyFactor, 0.0 );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

function OnCollisionStay (col : Collision){

for(var contact : ContactPoint in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

function OnTriggerStay(other : Collider){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

function HitJumpPad(velocity : float) {
    rigidbody.velocity.z += velocity;
}

function OnCollisionEnter (collision : Collision){
    if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3, QueueMode.PlayNow);
var currSpeed : float = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
var damage : float = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

function CalculateJumpVerticalSpeed (){
    return Mathf.Sqrt(2 * jumpHeight * gravity);
}

function Update(){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5;
collider.center = Vector3 (0, -0.25, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5;
collider.center = Vector3 (0, -0.5, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

function Accelerate (accelerateY : float, accelerateZ : float){
    grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

function OnGUI(){
if(onLadder && !canClimb)
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key >>E<< to Climb");
}

This is the code I was converting, it was written in JavaScript, and I need to rewrite it in C# but either way Nrigo saved me alot of trouble with the new kit except for one thing, the player does not have an actual body.. so Dominic will have to take the current player body and arms and replace the ones in the premium kit, but the scripts for it should work still, so we should be good to go on that much. Getting it networking ready shouldn't be too big a deal either with all the new scripts we need already written in C#, makes things much easier =D. No need to continue with the old demo, but I do vote for keeping the spiders, lol.. their not in the premium FPS kit at all.. Other than keeping the spiders, the maps need imported to the new setup, not really a problem, just a few hours worth of work, and my idea Garfield is while they are killing each other once we get networking going(it really is an asshole) we can begin integrating and setting up Coin Shop, Nikhil provided a model of a Futuristic Assult Rifle he made to me earlier, and it will be one of the first items sold for actual Coin2.
Btw that warning was for my code not for yours - I have no idea is it ok or no for the whole project but there should be no compiling errors Smiley Try it, it should work the same that the one you posted in JS.  Wink

DASH: XsV4GHVKGTjQFvwB7c6mYsGV3Mxf7iser6
oldandgrey
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March 03, 2015, 05:22:37 PM
 #934


Just listening to the video. Sounds amazing!!! and personal edition - Free!!!

Love the new sound system (really a musician at heart).

Coin2.1: UwSmkRvKBUmxQSzJ8N9T5SSy3BBeW86wS
Hyper : HVRL9P7tEfG8NBnfuk1Qo26jNsnhxHhZu8
oldandgrey
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March 03, 2015, 05:43:53 PM
 #935


Just listening to the video. Sounds amazing!!! and personal edition - Free!!!

Love the new sound system (really a musician at heart).

Web GL 2.0 performance and IL2cpp performance awesome!!!

Coin2.1: UwSmkRvKBUmxQSzJ8N9T5SSy3BBeW86wS
Hyper : HVRL9P7tEfG8NBnfuk1Qo26jNsnhxHhZu8
zyronx
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March 03, 2015, 06:03:05 PM
 #936

This is good news for game development.


Unity 5 is free.

And Unreal Engine 4 is also free!

Now there is no excuse for not making cool games! Smiley

Well, I still have a excuse, I need a better computer! LOL! Smiley

souljah1h
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March 04, 2015, 08:49:57 PM
 #937

People still trading on BTER? I Suggest switching to Poloniex https://poloniex.com/exchange#btc_c2

_@/'
nickquest
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March 05, 2015, 12:12:01 AM
 #938

I didn't think you could still trade on bter. I'm just waiting to try and withdraw my c2 from them. Pretty cool news about Unity.
nrigo
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March 05, 2015, 10:45:14 AM
 #939

Bter will allow altcoins withdrawals and trading again next week !!!

https://twitter.com/btercom

souljah1h
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March 05, 2015, 02:23:16 PM
 #940

Anyone knows how much coins are stuck @ bter?

_@/'
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