Just quickly, here is a combined result of 3d spaceship design and the spaceship script for you guys to try out, enjoy!
[arrow keys] pitch and yaw
[z and x] throttle
[w, a, s, d] strafe
[q and e] roll
[left ctrl] fire
-Stopsecret
Just quickly, here is a combined result of 3d spaceship design and the spaceship script for you guys to try out, enjoy!
[arrow keys] pitch and yaw
[z and x] throttle
[w, a, s, d] strafe
[q and e] roll
[left ctrl] fire
-Stopsecret
Beautiful! Kind of feels like playing Star Control from a 3rd person view (which is something I always thought should happen).
Thank you! Glad you enjoyed 🙂
Hi SS I have a question for you. I saw all your great work and my question is if you want to join LNA. We have a unity coder already (bincredible) but he got some problems with the inventory and I with the server so I hope you could help!
Thanks for you awnser!
Brick5492
Brick, thank you for your invitation, but for now, I will be declining from working on LNA. 🙂 Hope that this does not offend you. Should I want to join at a later date, I can contact you.
-SS
Hey there! This is bluehat8. Nice script!!!
I keep coming back to this controller. Here is a c# version with lots of easy customizations built in the inspector.
using UnityEngine;
using System.Collections;
public class CustomflightControler : MonoBehaviour {
public float turnspeed = 5.0f;
public float speed = 5.0f;
public float trueSpeed = 0.0f;
public bool trueSpeedShiftLOCK = true;
public float trueSpeedPosShift = 0.0f;
public float trueSpeedNegShift =0.0f;
public bool LOCKSetMaxMin = false;
public float SetMax = 10.00f;
public float SetMin = -3.00f;
public float strafeSpeed = 5.0f;
public float powerShift = 0.0f;
public float rollShift = 0.0f;
public float yawShift = 0.0f;
public float pitchShift = 0.0f;
public Vector3 strafeShift = new Vector3(0,0,0);
void Update () {
if (LOCKSetMaxMin) SetMin=SetMax;
if (trueSpeedShiftLOCK) trueSpeedNegShift=trueSpeedPosShift;
float roll = Input.GetAxis(“Roll”)+rollShift;
float pitch = Input.GetAxis(“Pitch”)+pitchShift;
float yaw = Input.GetAxis(“Yaw”)+yawShift;
Vector3 strafe = new Vector3((Input.GetAxis(“Horizontal”)*strafeSpeed*Time.deltaTime), Input.GetAxis(“Vertical”)*strafeSpeed*Time.deltaTime, 0);
float power = Input.GetAxis(“Power”)+powerShift;
//Truespeed controls
if (trueSpeed (-3 -trueSpeedNegShift)){
trueSpeed += power;}
if (trueSpeed > SetMax + trueSpeedPosShift ){
trueSpeed = (SetMax-.01f) + trueSpeedPosShift;}
if (trueSpeed < (SetMin -trueSpeedNegShift)){
trueSpeed = (SetMin-.01f) – trueSpeedNegShift ; }
if (Input.GetKey("backspace")){ trueSpeed = 0;}
rigidbody.AddRelativeTorque(pitch*turnspeed*Time.deltaTime, yaw*turnspeed*Time.deltaTime, roll*turnspeed*Time.deltaTime);
rigidbody.AddRelativeForce(0,0,trueSpeed*speed*Time.deltaTime);
rigidbody.AddRelativeForce(strafe+strafeShift);
}
}
have fun but be careful what you adjust.
I know how to make collisions, explosions, with an instantiate projectile (3d model), this isn’t possible with your gun particle emitter?