I got a 1st :D *YAY HANDS UP*
samples of possible Ragnarok posters
A screenshot of the title screen
I have successfully managed to create FIRE BALLS to be used anywhere on the Terrain! :D
I am currently working on a movable camera for my character and I have this script so far but i cannot get it to work. I will try to get it work over the next few days;
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
var zoomRate = 20;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
if (Input.GetMouseButton(0))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
var test = 0;
test = y;
}
distance += -(Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance);
if (distance < 2.5)
{
distance = 2.5;
}
if (distance > 20)
{
distance = 20;
}
y = ClampAngle(y, yMinLimit, yMaxLimit);
//Debug.Log("y: "+y+" test: "+test);
if( y == yMinLimit && test == yMinLimit)
{
// This is to allow the camera to slide across the bottom if the player is too low in the y
distance += -(Input.GetAxis("Mouse Y") * Time.deltaTime) * 10 * Mathf.Abs(distance);
}
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 2.0, -distance) + target.position;
//Debug.Log("Distance: "+distance);
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
I have come to the horrible conclusion that I cannot figure how to get my character to jump :(, I have tried multiple scripts with multiple variations of those scripts, for example;
private var walkSpeed : float = 1.0;
private var gravity = 100.0;
private var moveDirection : Vector3 = Vector3.zero;
private var charController : CharacterController;
function Start()
{
charController = GetComponent(CharacterController);
animation.wrapMode = WrapMode.Loop;
}
function Update ()
{
if(charController.isGrounded == true)
{
if(Input.GetAxis("Vertical") > .1)
{
if(Input.GetButton("Run"))
{
animation.CrossFade("run");
walkSpeed = 25;
}
else
{
animation["walk"].speed = 1;
animation.CrossFade("walk");
walkSpeed = 6;
}
}
else if(Input.GetAxis("Vertical") < -.1)
{
animation["walk"].speed = -1;
animation.CrossFade("walk");
walkSpeed = 6;
}
else
{
animation.CrossFade("idle");
}
// Create an animation cycle for when the character is turning on the spot
if(Input.GetAxis("Horizontal") && !Input.GetAxis("Vertical"))
{
animation.CrossFade("walk");
}
transform.eulerAngles.y += Input.GetAxis("Horizontal");
// Calculate the movement direction (forward motion)
moveDirection = Vector3(0,0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
}
moveDirection.y -= gravity * Time.deltaTime;
charController.Move(moveDirection * (Time.deltaTime * walkSpeed));
}
This doesn't work for a Third Person Controller.