Answer by FakeBerenger
You could do a string comparison like if( updateString == "Loading: 100%" ) ... But it seems clumsy. You should test on the actual variable progress like so if( progress == 100 ) ... As for disabling a...
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I think the problem is the calculation of your vectors VecUp and Fwd. You're using the player's transform, you should use [closest point on cylinder's axis from the player] -> the player's pos, for...
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You can disable the script displaying the loading progress, or use a boolean inside the OnGUI function. I can't be more accurate without code.
View ArticleAnswer by FakeBerenger
Sure thing. YOu need the reference of the gameObject you want to a the script on though. In your case, the instance you just created. You can use the class name as a string, or the type with typeof()....
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You can add new entries in the create rollup with [AddComponentMenu][1]. Inside, create the primitive (GameObject.CreatePrimitive(...)) and affect your material. Then clic on whatever name you've set...
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Well, use a boolean, something like canMove, set to false at start and to true when you hit 100%.
View ArticleAnswer by FakeBerenger
If there is a single path and only one solution to go from one point to another, you can use regular animation. If you can travel from several points at a time, you need 4 animations for each : with...
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You need an index to access an object of that list (PlayerTimerList[2], for instance). Of course, you must fil it with instances of TimerClass first. About ToString, I'm not sure how it works in...
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I tested it, and your problem is that Gloves is in the same file as Equipment. Create a Gloves.cs. It would have worked with AddComponent( typeof(Gloves) ) though.
View ArticleAnswer by FakeBerenger
A script I did a while ago. It should do the trick for you : http://wiki.unity3d.com/index.php/TimeOfDay
View ArticleAnswer by FakeBerenger
The function AddToEquipment is just changing the tag multiple times. Your inventory script is only going to throw an error because you call GUI stuff outside of OnGUI. It's only display anyway, buttons...
View ArticleAnswer by FakeBerenger
I don't know where you want to freeze the cam (simplify your code by removing every unrelated stuff please), but you'll need on of those : - A timer. When the event happens, store the time and check if...
View ArticleAnswer by FakeBerenger
It depends on what component you use for your character. I'm assuming a character controller. You need to create a script and implement a function called [OnControllerColliderHit][1], then attach it to...
View ArticleAnswer by FakeBerenger
If you're pro, you can use [movie textures][1]. For the pyramide, you could use line renderers. [1]: http://docs.unity3d.com/Documentation/ScriptReference/MovieTexture.html
View ArticleAnswer by FakeBerenger
That's not your code dealing with damages. That's the code for leveling up. We need the function called when the weapon strikes / the spell hits. Anyway, it's probably going to be along those lines :...
View ArticleAnswer by FakeBerenger
I think you're a bit a confused between the type string, which is a value you can affect to a variable, and the name of that variable which is the point to your compiler what is going on. Anyway, you...
View ArticleAnswer by FakeBerenger
In OnBecameVisible, use a raycast to make sure the chair isn't behind a wall.
View ArticleAnswer by FakeBerenger
- Create an enum and check it when you move. If it's Y_only, for instance, then do newPos.x = oldPos.x; - When you click on a collider, you can get the impact point ray / collider. You just have to set...
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How to trigger an action and how to play an animation are two different things. Let's start with the last one, easy : [animation.Play("DoorOpening")][1] or whatever the name is. (Make sure you have an...
View ArticleAnswer by FakeBerenger
The GUI is drawn after all the 3D, so no you can't. But you can cheat, and display your GUI on a 3D plane in front of your camera, but you'll have some development to do here.
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