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manlykeweaver465

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Everything posted by manlykeweaver465

  1. lmao, a few of my friends have had the kraken for years and never really had any problems with it, what other headsets in my price range (£40-£50) would be good ?
  2. Hey guys, I'm looking to buy a new headset and i can get a Razer Kraken headset for £40, are they worth it ?, ill only be using it for sound as i have a blue snowball mic. if you have any other headset suggestions for around the same price, feel free to suggest them to me (ill only be using the headset for gaming and general use). thanks.
  3. thanks guys i appreciate it, oh i get it now because each time it loops it will choose a random position before the enemy spawns
  4. Hey guys, I've been working on this project and I'm trying to spawn the enemies in random positions but they all spawn together in a random position, how would I make each individual enemy spawn in a random position. public GameObject Enemy; public TextMesh text; private int i = 0; void Start () { text.text = "Round 1"; } // Update is called once per frame void Update () { Vector2 RandPos = new Vector2 (Random.Range(-15f, 15f), 0f); while (i < 5) { Instantiate (Enemy, RandPos, transform.rotation); i++; } In the code the instantiation spawns an enemy prefab 5 times in the random position between -15 and +15 on the x axis, but all 5 enemies spawn together and i want them to spawn in individual positions. any help will be appreciated
  5. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEditor.SceneManagement; public class LevelManager : MonoBehaviour { public void LoadScene(string name){ Debug.Log ("Load Level requested"); SceneManager.LoadScene (name); } public void QuitRequest(){ Application.Quit (); Debug.Log ("Quit requested"); } } sorry about the late reply but this is my code, its fine in the single player mode its just in the split screen mode where you can still see the start menu in the background
  6. Hey guys, I'm making a game for a project of mine and when i switch scenes to the level from the start screen, in split screen mode you can see the text in the background (pictures below, you can see the start screen in the small gap between the 2 camera) if anyone can help i appreciate it
  7. My problem is it doesn't allow me to change the size of the canvas and camera, its locked into one position and I can only change the overall size of the camera not the width or height alone
  8. ill give the system repair tool a try first and then if it doesnt work ill look into this, thanks
  9. I'm having some trouble with a laptop, where the user has lost the password to their account which is also an admin account, i tried to active the built in administrator account by doing "net user administrator /active:yes" but it says access denied, i was looking around and apparently you can change the password through a system repair disc and command prompt, link below, will this work and is there anything you guys can suggest doing, thanks. https://www.top-password.com/knowledge/reset-forgotten-windows-7-password.html
  10. Type in light up shoes in amazon and you should find some
  11. you could get a splitter, like a HDMI splitter depending on what input your using, like this one: https://www.amazon.co.uk/GANA-Switcher-Splitter-Supports-HD1080p/dp/B075R2DFJ1/ref=sr_1_4?s=electronics&ie=UTF8&qid=1515272582&sr=1-4&keywords=hdmi+splitter
  12. np, Thanks for taking time to help me, ill read through the code to make sure i understand all of it before moving on
  13. That works well thanks , ive added an if statement for the user input, then nested the grounded if statement so it checks if grounded = true when i press a key. void FixedUpdate () { if (Input.GetKeyDown(KeyCode.A)) { if (grounded) { grounded = false; Rgb.AddForce (gameObject.transform.up * force); } } PS. the key code a was just for testing, ill change that to the key i want later
  14. ive just tried this and it does work, but the player just shoots up and then slowly falls back down and if i hold it in it just goes into the air, im guessing ill be able to fix this using the ground check
  15. ahh okay, this is all for my school project (doing a 2D platformer) so im just practicing before i start developing
  16. Hey guys I'm having some trouble with my code to make the player jump and need some assistance, when i press space its like its trying to jump but it doesn't jump, like its restricted. Here is the movement script: public class PlayerMovement : MonoBehaviour { public float maxSpeed = 3f; public float speed = 50f; public float jumpPower = 150f; public bool grounded; private Rigidbody2D Rgb; // Use this for initialization void Start () { Rgb = GetComponent<Rigidbody2D> (); } // Update is called once per frame void Update () { if (Input.GetButtonDown ("Jump") && grounded) { grounded = false; Rgb.AddForce (Vector2.up * jumpPower); } } void FixedUpdate () { float Haxis = Input.GetAxis ("Horizontal"); //moves the player by adding force Rgb.AddForce ((Vector2.right * speed) * Haxis); //limits the players speed in both directions if (Rgb.velocity.x > maxSpeed) { Rgb.velocity = new Vector2 (maxSpeed, Rgb.velocity.y); } else if (Rgb.velocity.x < -maxSpeed) { Rgb.velocity = new Vector2 (-maxSpeed, Rgb.velocity.y); } } } Here is the ground check script: public class GroundCheck : MonoBehaviour { private PlayerMovement player; // Use this for initialization void Start () { player = gameObject.GetComponentInParent<PlayerMovement> (); } void OnTriggerEnter2D (Collider2D col) { player.grounded = true; Debug.Log ("isGrounded"); } void OnTriggerStay2D (Collider2D col) { player.grounded = true; } void OnTriggerExit2D (Collider2D col) { player.grounded = false; } } Any help will be appreciated
  17. same here, i don't game that much anymore, but its a very good card for 1080p gaming
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