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Idea for game

Started by September 12, 2017 06:28 AM
6 comments, last by Timothy Sharp 7 years, 2 months ago

Hi. I am planning to make a tank simulator game. My main program to do this is Unity Pro. Any tips?

Make it a futuristic hovering tank, that way you don't have to bother animating the tank treads :D

 

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That is really cheap Marcus.

I would go for rotating wheels, and a lot.

Tank tracks are difficult its true, i really want it !, please give me.

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

Have any of you made anything with Unity?

I've never used Unity before, only Unreal :P

 

3 minutes ago, MarcusAseth said:

I've never used Unity before, only Unreal

I cannot use unreal. It lags my game because i hame nvidia graphics card drivers.

 

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8 minutes ago, MarcusAseth said:

I've never used Unity before, only Unreal :P

 

Also, Marcus I have a problem. I got a car WASD turn script, but its all wobbly and all the keys are messed up. I hope your good with java

 

code: 

//inspector variables


var speed:float=5; //speed of the car, tweek as needed based on your scale
var turnSpeed:float=180; //turn speed


function Update() {
    //grab the input axes
    var steer=Input.GetAxis("Horizontal");
    var gas=Input.GetAxis("Vertical");


 //if they're hittin' the gas...
 if (gas!=0)
 {
     //take the throttle level (with keyboard, generally +1 if up, -1 if down)
     //  and multiply by speed and the timestep to get the distance moved this frame
     var moveDist=gas*speed*Time.deltaTime;
     //now the turn amount, similar drill, just turnSpeed instead of speed
     //   we multiply in gas as well, which properly reverses the steering when going 
     //   backwards, and scales the turn amount with the speed
     var turnAngle=steer * turnSpeed * Time.deltaTime * gas;
     //now apply 'em, starting with the turn
     transform.rotation.eulerAngles.y+=turnAngle;
     //and now move forward by moveVect
     transform.Translate(Vector3.forward*moveDist);
 }

}

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