Hi all can saomeone help me with the script like a sprint while i’m holding “shift” i go speed …(i doesn’t mater what speed) for like a 6 seconds then he’s tired for like a 5 seconds then i can use a sprint again.Help me Please…
Thank you…
Hi all can saomeone help me with the script like a sprint while i’m holding “shift” i go speed …(i doesn’t mater what speed) for like a 6 seconds then he’s tired for like a 5 seconds then i can use a sprint again.Help me Please…
Thank you…
And while i’m having sprint animation plays “sprint”.Thank you…
well, you could use some nifty things, and i know how, but, UnityScript or C#?
try this i have it so if you start it your in run but if you do Shift+R you can walk and go back and forth
// ThirdPersonWalker.js
// this script adds two things to the default FPS walker
// - It adds movement forward by holding down both mouse keys
// - and it adds auto animation changing between idle, walk and run
// After adding this script to your controller, drag the character model to Target
var speed = 6.0; // standard running speed
var walkSpeed = .8; // walk speed adjust both for your charcter so feet don't slide on ground
var jumpSpeed = 8.0;
var gravity = 20.0;
var Character : Transform;
private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
// a flag to determine idle vs walking/running (so animations do not get started over and over)
private var walking : boolean = false;
// a flag to init idle animation at beginning
private var startup : boolean = true;
// a flag to determine walking vs running
private var running : boolean = true;
function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
// if both mouse buttons are down, move forward
if (Input.GetMouseButton(0) Input.GetMouseButton(1))
{
moveDirection.z = 1;
}
moveDirection = transform.TransformDirection(moveDirection);
if(running == true){
moveDirection *= speed;
} else {
moveDirection *= walkSpeed;
}
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
}
// auto toggle between idle and walking animations - based on run / walk switch
if(Character){
// toggle between walk and run with <left shift> R
if(Input.GetKey(KeyCode.LeftShift) Input.GetKeyDown(KeyCode.R)){
if(running == true) {
running = false;
if(walking == true) Character.animation.CrossFade("walk");
} else {
running = true;
if(walking == true) Character.animation.CrossFade("run");
}
}
if(startup == true){
startup = false;
Character.animation.Play("idle");
}
if((moveDirection == Vector3.zero)(walking == true)){
walking = false;
Character.animation.CrossFade("idle");
} else {
if((moveDirection != Vector3.zero)(walking == false)){
walking = true;
if(running == true){
Character.animation.CrossFade("run");
} else {
Character.animation.CrossFade("walk");
}
}
}
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags CollisionFlags.CollidedBelow) != 0;
}
@script RequireComponent(CharacterController)
I hope i helped you out
I’ll try it when i get back home…Thanx
Thanx…