More vehicle stuff….

I put more work into the vehicles this week…

They can now be driven, deal damage, receive damage, and more!

 

23 Responses to “More vehicle stuff….”

  1. Izitmee says:

    I so love the bicycle. Most ridiculous zombie scene I ever saw 😉

  2. Alex says:

    Like it! Is there a possibilty of your NPC gang getting in the car with you?

  3. Tyson Ibele says:

    @ Alex:

    Posssibbbbly in the future….I had someone else mention it and it’s a great idea, but for now, no.

  4. X-WolfHunter says:

    Hey – we should find a better way to communicate besides the comments system. You said the email didn’t work?

    Anywho, I’ve been looking around, but the only Blender texturing I’ve found is using a brush . . . what do you mean by what you said? I think I get the idea – like those Minecraft skin editors, right? – but I’m not sure how to go about it.

    If at any time you feel I’m asking you too much too often, just let me know and I’ll lay off.

  5. X-WolfHunter says:

    And if you could look over this script. 😀

    var canControl : boolean = true;
    var jumpHeight : float = 8;
    var gravity : float = 20.0;
    var jumpCount = 0;

    function Update () {

    if (canControl){

    if (Input.GetButtonDown (“a”)){
    transform.Translate (Vector3(-1,0,0) * Time.deltaTime * 5);

    }

    if (Input.GetButtonDown (“d”)){
    transform.Translate (Vector3.right * Time.deltaTime * 5);
    }

    if (Input.GetButtonDown (“w”)){
    if (jumpCount > 1){
    transform.Translate (Vector3.up * Time.deltaTime * jumpHeight);
    }
    }

    }

    Vector3.up — gravity * Time.deltaTime;

    }

    If you can’t tell from my crappy coding, this is supposed to make it so that when the “a,” “d,” and “w” buttons are pressed the character goes left, right, and jumps respectively. I know it’s messed up – it made Unity think I didn’t put semicolons onto lines that I actually did – but I want to know WHAT’s messed up. And since you’re the only person I know who speaks Javascript fluently, I could use your help. Thanks.

  6. Tyson Ibele says:

    @ X-WolfHunter:

    Well I haven’t actually used Blender myself, so I don’t know the actual texturing workflow in that app, but all modern applications (including Unity) store texture data in UV maps. So…that’s the key term you’ll want to search for as you research a solution.

    As for the code…the first thing that jumps out at me is that the last line doesn’t actually do anything….you need to assign that Vector3 value to the transform.

    One thing to note is that Unity has wonderful support forums that are great for posting code when you need help figuring out what’s going on. I’ve posted there many times myself: http://forum.unity3d.com/forum.php

  7. drive by says:

    can you use weapons whale on vertical. if npc can get in with you will they fallow you if they disappear of screen, or do they stop helping you once you get in, or nether. can you ask them to get in with out you. can you get a npc to fallow in a veical.

  8. drive by says:

    are there animal in it strays house cats.ect

  9. X-WolfHunter says:

    Yeah, I looked the code over again and here is what I got:

    private var canControl : boolean = true;
    var jumpHeight : float = 8;
    var gravity : float = 20.0;
    var jumpCount = 0;
    var runSpeed : float = 5;
    private var isGrounded : boolean = true;

    function Update () {

    if (canControl){

    if (Input.GetButton (“a”)){
    moveDirection.x == Vector3(-1,0,0)
    }

    if (Input.GetButton (“d”)){
    moveDirection.x == Vector3.right * Time.deltaTime * runSpeed;
    }

    if (Input.GetButton (“w”), isGrounded){

    jumpCount ++
    moveDirection.y = jumpHeight;

    }

    }

    moveDirection.y -= gravity * Time.deltaTime;

    }

    I’m sure it looks at least marginally better. 🙂

    However, I’m trying to add the whole “collision flag” thing into the script, and I’m not entirely sure how to go about it. The book is confusing. I just want it so that when the character controller hits the ground, the jumpLimit variable resets. Probably pretty simple, but I’m still a n00b.

  10. Tyson Ibele says:

    @ drive by:

    Right now the vehicles are only for transporting yourself around the city. Maybe in the future I will add more features, like allowing NPCs to ride with you.

  11. Tyson Ibele says:

    @ X-WolfHunter:

    You can trigger collision events with the built-in OnCollisionEnter, OnCollisionStay and OnCollisionExit functions.

    Here’s some more info:

    http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.OnCollisionEnter

  12. Ryan says:

    Any youtube videos coming soon?

  13. GoobeR says:

    This game needs too hurry up and come out! 🙂
    Any idea when this game will come out?

  14. X-WolfHunter says:

    @ Ryan:

    There already are, just look at the older posts.

    @ Tyson:

    Hey, what’s the advantages of buying 3DSMax over just using Blender, which seems to be fine to me?

  15. Tyson Ibele says:

    @ Ryan:

    Sometime soon, yes 🙂

    @ GoobeR:

    When it’s done!

    @ X-WolfHunter:

    3ds max is the industry standard, and more robust in certain areas. Blender will be just fine for your purposes, though.

  16. GoobeR says:

    I see there is crafting and stuff. It seems cool. If we find a house to bunker in and stay in will there be like a chest we can put our weapons/items in we don’t want at the moment?

  17. Tyson Ibele says:

    @ GoobeR:

    Eventually I will make it so you can build chests like that, yea.

  18. GoobeR says:

    Any chance of a 3rd person view like Call Of Mini: Zombies?

  19. X-WolfHunter says:

    Hey, Tyson. Do you have any idea of how I would go about adding animated 3D objects to the GUI (Kinda like Skyrim’s or Minecraft’s arms)? I plan on using a 1st person view for my RPG, and I’m kinda stuck on that. Thanks!

  20. Tyson Ibele says:

    @ X-WolfHunter:

    Try creating the arm geometry, and parenting it to your camera. Most games either do that, or parent the camera to the character and have the control keys move the character around and/or swivel the head, rather than simply transforming the camera itself.

  21. X-WolfHunter says:

    I thought of that, but I thought there might’ve been a less time-consuming way. Thanks!

  22. Avery says:

    Maybe add shooting out the sides of veachles and upgrades like spikes or armor on the car and ps check the blog archive and look at the ideas

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