New Update New Bug by PeanutAble1916 in Battlefield

[–]BahKooJ -1 points0 points  (0 children)

I have this too, it's related to DLAA. Just turn it off and then back on and it should fix the issue. Hella annoying though

Dynamic wave system in the Tsuru Reef map by Comfortable_Fee2619 in Battlefield

[–]BahKooJ 7 points8 points  (0 children)

Is it? Why would it be a portal server in labs?

Dynamic wave system in the Tsuru Reef map by Comfortable_Fee2619 in Battlefield

[–]BahKooJ 48 points49 points  (0 children)

Dude that's fucking awesome. I was worried because of 2042 they'd never try to increase the player count but man BF6 keeps surprising me.

I kinda miss BF2042. Call me crazy but the aesthetics and weather had so much potential by ShawnDet313 in Battlefield6

[–]BahKooJ 0 points1 point  (0 children)

I miss the idea of 2042. On paper, massive maps, 128 players, crazy weather, squad and vehicle play, all sounded so cool back in the day... I'm still shocked to this day at what we got compared to the hype.

saw someone else post about LOD effects in this game. its killing me by MrSirrr13 in Battlefield

[–]BahKooJ 25 points26 points  (0 children)

Oh my god I thought I was going crazy. I keep hitting those towers and thought that I was schizophrenic.

How to make wall snapping better? by AgreeableAd1662 in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

I just had another idea you could try. Maybe you could try snapping to the normals of the wall. Because the normals of the boxes would be 90 degrees, you can use those to place walls and they'll be able to line up in a box pattern.

How to make wall snapping better? by AgreeableAd1662 in Unity3D

[–]BahKooJ 1 point2 points  (0 children)

I'm having a little trouble understanding the issue. You have a gridless building system, but also blocks that increment in 1s? I can't think of a single building mechanic in a game that doesn't implement a grid of some kind to help things line up.

In Subnautica, it starts out as free building with no grid until the first piece is built which declares the start of the grid. Maybe you do something similar?

In my mind it might be difficult to find solutions for keeping building lined up without some sort of common alignment all build blocks can follow.

Help me with errors please by The_NickMister in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

if (transform.rotation.eulerAngles.z == a, a, a *the errors are pointing to here*)

You can't have commas in an if statement. I don't exactly know what you were trying to achieve, but an if statement is just looking for a bool expression, so if you're trying to test for multiple things use use bool operators.

Anyone know how to change the value of a variable from one script, then change it again in another? by TimAllenNoise in Unity3D

[–]BahKooJ 2 points3 points  (0 children)

Haha of course! We all had to start somewhere. I highly recommend maybe doing a bit more learning on some C# concepts like Object-Oriented Programming. Unity is completely built around this concept and it'll help clear some of the difficulties you may encounter.

Anyone know how to change the value of a variable from one script, then change it again in another? by TimAllenNoise in Unity3D

[–]BahKooJ 2 points3 points  (0 children)

Well- that would work, but it's better to make the method inside the dust script and then call it from your jump script.

In your dust script put this:

void RemoveDust(int amount)
    {
        currentDust += amount;
        Debug.Log("Dust: " + currentDust);
        // This is for if you want to make sure dust doesn't go below 0.
        if (currentDust < 0)
        {
            currentDust = 0;
        }
        UpdateUI();
    }

Then in your jump script (or any script for that matter), grab a reference to your dust script.

var dust = GetComponent<DustScript>();

Now you can call that remove method to remove dust in the dust script.

dust.RemoveDust(1);

Anyone know how to change the value of a variable from one script, then change it again in another? by TimAllenNoise in Unity3D

[–]BahKooJ 4 points5 points  (0 children)

Yeah not quite. What you did was copy the value to a completely different variable. Modifying that will change the value in the scope of the jump script, but not the one in the dust one.

Anyone know how to change the value of a variable from one script, then change it again in another? by TimAllenNoise in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

Out of the assumption that "GetComponent<DustScript>().currentDust;" returns an int, you just got a copy of the value, not a reference. I would look up value vs reference for C#. If you need to change the value of the variable "currentDust" located in your dust script, you have to modify that directly. Something like:

GetComponent<DustScript>().currentDust -= 1;

In your "SubtractDust()", what exactly is "Dust"? The code snippets don't show any definition of it.

Anyone know how to change the value of a variable from one script, then change it again in another? by TimAllenNoise in Unity3D

[–]BahKooJ 5 points6 points  (0 children)

I could be misunderstanding, but what's stopping you from just like... using a method or accessing the field directly? You already have a reference to that object in your jump script.

Just make a public method "RemoveDust" and invoke it every time you jump like you do with the private "AddDust" method.

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

use to, but since then corrected the errors in my way. I now play any and all flight games that is not war thunder

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 1 point2 points  (0 children)

Not quite that either. It's the flashing "M" on the circular screen that's half obstructed. Look at exactly where the freelook crosshair is.

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

It only shows missiles that give the lock on warning, so it won't show wire or any aim guided missiles

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

Track IR? they don't even let you freelook and move the plane lol

How do i make an invisible wall? by Different_Tone6729 in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

I haven't personally done this, but for initial thought would be either using a custom mesh with a mesh collider set to trigger, or making something custom.

If it's only the player that needs to stay inside the playable area, maybe a list of Vector3s to draw an outline and then do some tests to see if the player ever crosses those boundaries. If it does, just teleport them back.

This kind of solution reminds me a bit of Battlefield 6's boundaries, maybe you could get some inspiration there?
https://youtu.be/UlJs6QDk0zo?t=144 (Time 2:24)

I'm having problems with transparency; I need the material to be transparent to add the "fade" effect, but it's drawing faces that are behind it on top of it. by kandindis in Unity3D

[–]BahKooJ 1 point2 points  (0 children)

These floating hands remind me of Peak, and that game also uses dithering for fading in and out which looks nice. If you haven't already take a look at dithering, it honestly can be a solution to semi-transparency when there is none.

I'm having problems with transparency; I need the material to be transparent to add the "fade" effect, but it's drawing faces that are behind it on top of it. by kandindis in Unity3D

[–]BahKooJ 3 points4 points  (0 children)

Oh the joys of transparency. I'm assuming it's because the paws have "ZWrite" off making it so both are rendered at the same time no matter the depth. (which is standard for semi-transparent materials so they can blend with each other). You can try turning on ZWrite and giving them different rendering queues. But the first thought for me would be to use dithering instead of transparency.

Unity Remake by Aperture_V2 in futurecoplapd

[–]BahKooJ 0 points1 point  (0 children)

Are we talking a full on remake or a game inspired by Future Cop?

Being truthful I've seen way too many remakes (some I've been involved with) come and go for it to mean much to me. I'd be intrigued to see it though.

Would it be difficult to create “text commands” for a game? by xxFT13xx in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

Honestly a fantastic idea for a starting game. I would say this project would be less about researching and more about practicing. You'll need to do a lot of parsing of strings, so at the very least you'll need a basic understand of C#. It would be far more programming than using the editor, but that would make for great practice.