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Have come to the inevitable conclusion that my current choice of a part time job is possibly my living nightmare. Generally hating contact with people I do not know/like I have to serve them, working as a waiter while supposedly having peoples skills(according to my colleagues) whilst all the time putting on the face and being happy all the time is most definitely not my thing. Being pretty much at my the all time low in terms of mood(no, not the shitty teenage band) on Friday at work has definitely had a negative effect on my attitude at work. Decided to confide in one of the girls at work, while telling the other that she was "too chatty" for me to actually share anything with her - which resulted in me being slapped and not talked to for the rest of the day.

That's the problem with women, they're just too damn temperamental and unpredictable at times. Got a week off to bounce back and return back to the mask that has been on for the last 8 months - I LOVE PEOPLE SO MUCH!



Disconnect and self destruct, one bullet a time.

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Backing up my PS3 for a hard drive upgrade.
1% done... Approximately 3 hours 45 minutes left...
Then I'll have to restore it... ugghhh



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

that's a bassoon!

oh look 45% done. 2 hours left



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

Sadly, I'm still at average of 2 points per day. i want to get back to 4



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

Yay
yay yay yay yay
yay yay yay yay
yay yay yay yay yay yay yay
yay
yay yay yay yay
yay



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

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I said:

private var pos:Vector3;

function Move(dir:Vector3)
{
   pos = dir;
}

function FixedUpdate()
{
   var hit:RaycastHit;
  
   if(Physics.Raycast(transform.position+Vector3(0,5,0), Vector3(0,-1,0), hit, Mathf.Infinity, 1<<8))
   {
      rigidbody.position.y = hit.point.y + (collider.bounds.size.y/2);
   }
  
   if(pos.magnitude != 0)
   {
      var dir:Vector3 = pos*GetComponent(Unit).speed*Time.deltaTime;
     
      if(Physics.Raycast(transform.position, pos, hit, collider.bounds.size.z/1.5, 1<<9))
      {
         dir *= -1;
         GetComponent(Unit).currentWaypoint = GetComponent(Unit).path.vectorPath.Length;
      }
     
      if(dir.magnitude < .375)
      {
         dir *= 0;
      }
      rigidbody.MovePosition(rigidbody.position+dir);
      pos *= 0;
   }
}

==================================================

private var seeker:Seeker;

//The calculated path
var path:Pathfinding.Path;

//The AI's speed per second
var speed: float = 20;
var range: float = 100;

//The max distance from the AI to a waypoint before it can continue to the next waypoint
private var previousPosition:Vector3;
var nextWaypointDistance: float = 3; // 2
private var commandPoint:Vector3;

//The waypoint we are currently moving towards
var currentWaypoint: int = 0;
private var squadCenter:Vector3;
private var flocking = false;
var priority = 0;

function Start()
{
   seeker = GetComponent(Seeker);
}

// New Function
function relativeCenter(center:Vector3)
{
   squadCenter = center;
}

// New Function
function flock(shouldFlock:boolean)
{
   flocking = shouldFlock;
}

// Updated Function
function Command(hit:RaycastHit)
{
   if(hit.collider.GetComponent(Selectable) != null)
   {
      if(GetComponent(Selectable).team == hit.collider.GetComponent(Selectable).team)
      {
         if(hit.collider.GetComponent(Building) != null)
         {
         }
         else
         {
            if(hit.collider.GetComponent(Unit) != null)
            {
            }
            if(hit.collider.GetComponent(Building) != null)
            {
            }
         }
      }
      else
      {
         Move(hit.point);
      }
   }
}

//Updated function
function Move(point:Vector3)
{
   commandPoint = point;
   if(!flocking)
   {
      var offset = transform.position - squadCenter;
      point += offset;
   }
   seeker.StartPath(transform.position, point, MyCompleteFunction);
}

//Updated function
function MyCompleteFunction(p:Pathfinding.Path)
{
   if (!p.error)
   {
      var end = p.vectorPath[p.vectorPath.Length-1];
      end.y = commandPoint.y;
     
      if(Physics.Linecast(commandPoint, end, 1<<9))
      {
         seeker.StartPath(transform.position, commandPoint, MyCompleteFunction);
      }
      path = p;
      currentWaypoint = 0;
   }
}

//New function
function OnCollisionStay(col:Collision)
{
   if(col.transform.GetComponent(Unit) != null)
   {
      if(GetComponent(Selectable).team == col.transform.GetComponent(Selectable).team)
      {
         var pos:Vector3;
        
         if(priority == 0 && col.transform.GetComponent(Unit).priority == 0)
         {
            pos = Vector3.Normalize(col.transform.position-transform.position);
            col.transform.GetComponent(Mover).Move(pos);
         }
        
         if(priority > col.transform.GetComponent(Unit).priority)
         {
            pos = Vector3.Normalize(col.transform.position-transform.position);
            col.transform.GetComponent(Mover).Move(pos);
         }
      }
   }
   if(col.transform.GetComponent(Building) != null)
   {
   }
}

//Updated function
function Update()
{
   if(path == null)
   {
      //We have no path to move to
      return;
   }
  
   if(currentWaypoint >= path.vectorPath.Length)
   {
      //End of path
      flocking = false;
      priority = 0;
      return;
   }
  
   //Direction to the next waypoint
   priority = 1;
   var dir = Vector3.Normalize(path.vectorPath[currentWaypoint]-transform.position);
   transform.LookAt(Vector3(path.vectorPath[currentWaypoint].x, transform.position.y, path.vectorPath[currentWaypoint].z));
   GetComponent(Mover).Move(dir);
   if(Vector2.Distance(Vector2(transform.position.x, transform.position.z), Vector2(path.vectorPath[currentWaypoint].x, path.vectorPath[currentWaypoint].z)) < nextWaypointDistance)
   {
      currentWaypoint++;
      return;
   }
}

Unity said:

I said:




i didn't quite get that



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

Don't mind me I'm just testing something

now i'm not



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

mysticwolf said:

Don't mind me I'm just testing something

now i'm not

There are actually programs that can convert YouTube into mp3's. Even Real Player is good enough, and it's free. Just use that instead of using a built-in programs from some random site(s).



PSwii60 said:
mysticwolf said:

Don't mind me I'm just testing something

now i'm not

There are actually programs that can convert YouTube into mp3's. Even Real Player is good enough, and it's free. Just use that instead of using a built-in programs from some random site(s).


Oh i just needed the mp3 so i could upload it to a file hoster. I'd rather use the online converters anyway, once I got it figured out



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash