Unity forum rfps1/11/2024 ![]() ![]() Through collective efforts, the country is creating a better future for the children and generations to come.Īt UNDP Rwanda, we recognize the crucial role of reconciliation in ensuring sustainable peace, stability, and development. ![]() The scars of that dark period still linger, but Rwanda has shown remarkable resilience in its efforts to heal and reconcile.Īs we mark the 29th commemoration of the Genocide, it is important to reflect on the importance of unity and reconciliation in building a peaceful and prosperous society. For 100 days in 1994, the world watched in horror as over one million lives were lost in the Genocide against the Tutsi. Perhaps someone has already done something similar and any help would be much appreciated.Rwanda is a country that has known unimaginable pain and suffering. I have looked at the Elevator and Platform Scripts and can see I might be able to perhaps adjust/edit/combine parts of these if I could get them to work (probably not) but as I am new to Unity scripting I would not know how to get the moving objects to stop or wait at any end points? I don't need the Player to fly anything just to have the object he stands on or gets into move him around in both vertical and horizontal directions and wait at the points a little time if possible.Perhaps a trigger might work to activate the moving object only when/while the player is in collision with it? move to multiple points (similar to moving along a path with multiple points) in both horizontal and vertical directions?. Looking at the elevator/platform system I can use these of course however by default there is little control of the elevator/platform objects.they constantly move back and forth in both directions back and forth either only horizontally or vertically and don't stop (wait-period) for the player to step easily onto them, particularly in this instance as an elevator say moving a great height takes ages to cover the distance so needs to move fairly fast then not allowing the player to get on and off in time.ĭoes anyone know how best I might achieve what I need to do which is have the moving object that the player gets onto "stop or wait" at the movement end point(s) for a specified wait period so the player has plenty of time to get on and off before it moves again? I also would like iif possible to have the moving object move to more than one location i.e. I have some game levels where I would like to be able to move the player around using elevators, platforms and also have an enter-able drop ship (back end) that I would like the player to get in to move him to a locations.I have a lot of High areas like platforms atop very high buildings and tops of skyscrapers the player needs to get to. There's also an activateOnEnable checkbox that you can play with to start the timer automatically when the script is enabled. The process might be slightly different depending on how you've set up your status effects. When you trigger the effect, call the TimedEvent script's StartTimer method. Then from the dropdown select GameObject > SetActive if your effect disables itself by deactivating the GameObject, or the script name > enabled if the effect disables itself by disabling the script. In the OnTimeReached() section, click "+" to add a new slot. ![]() Set the Duration to the number of seconds when it should come back.ģ. Make the effect GameObject a child of this empty GameObject.Ģ. Here's the basic idea of how to use it:ġ. You can use the C# script below (TimedEvent) to time things. ![]() Make sure your health is also set up for regular RFPS-style interaction. Click to expand.Reminds me of a cross between Doom and Serious Sam!īy "pick up health on trigger" do you mean walking over it (i.e., entering its trigger collider)? If so, the short script in this post should do it. ![]()
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