just get it off of gellin's base so simple affffffff
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Don't release Unlimited Ammo to public -_-
Or server crasher...
Dun kill it that much please :(
Server Crasher...=| oh God, don't release it ...
@qwerty01
Ehh its complicated to much to explain. Unity3D uses C# and javascript. And you can attact these scripts to an object. For example you take a player model. Create a player walk script attach the script to the player(Drag + Drop) and the player will move depending on how you coded the script. Very easy. I've heard of you(through isiah sanchez) so if your interest i could give you the project for free :D
This may help:
https://unity3d.com/support/documenta...rp_26_Boo.html
A Javascript player script(Not written by me)
Code:var horizontalRotationSpeed : float = 100.0;
var groundSpeed : float = 25.0;
var airSpeed : float = 5.0;
var jumpSpeed : float = 220;
var ladderSpeed : float = 15.0;
var gravity : float = 10.0;
var groundDrag : float = 2.0;
var airDrag : float = 0.1;
@hideInInspector var grounded : boolean = false;
@hideInInspector var ladderClimbing : boolean = false;
@hideInInspector var jumping : boolean = false;
@hideInInspector var superJump : boolean = false;
private var t : Transform;
private var rb : Rigidbody;
private var superJumpSpeed : float;
private var offLadder : boolean = true;
private var ladderTop : GameObject;
function Awake () {
t = transform;
rb = rigidbody;
rb.freezeRotation = true;
rb.useGravity = false;
GameStatus.mouseSensitivityX = horizontalRotationSpeed;
}
function Update () {
rb.MoveRotation(rb****tation * Quaternion.Euler(Vector3.up * Input.GetAxis("Mouse X") * FPSCamera.fovMultiplier * GameStatus.mouseSensitivityX * Time.deltaTime));
if (Input.GetButtonDown("Jump")) {
Jump();
}
}
function FixedUpdate () {
var movement : Vector3;
movement = Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0);
if (movement.sqrMagnitude > 1)
movement.Normalize();
if (!ladderClimbing) {
rb.AddRelativeForce(movement.y * Vector3.forward * ((grounded) ? groundSpeed : airSpeed));
rb.AddRelativeForce(movement.x * Vector3.right * ((grounded) ? groundSpeed : airSpeed));
} else {
rb.AddRelativeForce(movement.y * Vector3.up * ladderSpeed);
}
if (jumping) {
if (!superJump) {
rb.AddForce(t.up * jumpSpeed);
} else {
rb.velocity = Vector3.zero;
rb.AddForce(t.up * superJumpSpeed);
superJump = false;
}
if (ladderClimbing) {
offLadder = true;
ladderClimbing = false;
}
jumping = false;
}
// We apply gravity manually for more tuning control
rb.AddForce(Vector3(0, -gravity * rb.mass, 0));
}
function Jump () {
if (grounded)
jumping = true;
}
function SuperJump (superSpeed : float) {
if (grounded) {
superJumpSpeed = superSpeed;
superJump = true;
jumping = true;
}
}
function OffLadder () {
offLadder = true;
ladderTop.SendMessage("ToggleTop");
}
function OnTriggerEnter ( col : Collider ) {
if (!offLadder && col.tag == "TopLadder") {
ladderTop = col.gameObject;
Invoke ( "OffLadder", 1 );
ladderClimbing = false;
ladderTop.SendMessage("ToggleTop");
}
}
function OnTriggerStay ( col : Collider ) {
if ( col.transform.tag == "Ladder" ) {
if (offLadder) {
ladderClimbing = true;
offLadder = false;
}
grounded = true;
rb.drag = groundDrag;
}
}
function OnCollisionEnter (collision : Collision) {
grounded = true;
rb.drag = groundDrag;
}
function OnCollisionStay (collision : Collision) {
grounded = true;
rb.drag = groundDrag;
}
function OnCollisionExit (collision : Collision) {
if (!ladderClimbing) {
grounded = false;
rb.drag = airDrag;
}
}
This made me jizz a little , cant wait for release
who need's vip when this is availible. i mean like this is just as good if not better, THANKS MAN. cant wait for the release
@rangest70
It was released. I cant tell you were cause its against the rules.
nice hack bro