public override void Start() { weaponTimer = new Event_Timer(rateOfFire,true); //constructor to the timer of the fireRate boosterTimer = new Event_Timer(rateOfFire,false);//constuctor to time of the booster timer ammunitionChoise = 0; //variable that stores what number of bullet type your are in possession of ammunitionStock = new int[4]{100,100,100,100}; //array that holds the amounth of bullets for each type of bullet }
// set initial values public override void Start() { // timer starts at start up weaponTimer = new Event_Timer(rateOfFire,true); // give value in range of the array ammunitionChoise = 0; ammunitionStock = new int[1]{1000}; openFire = false; }
public override void Start() { // giving variables values fitting for there purpose GameObject player = GameObject.Find("Avatar"); target = player.transform; movementSpeed = 3.0f; defence = 50.0f; armorStrength = 50.0f; stuned = false; affectTimer = 0f; timerTick = false; contactAttack = 20.0f; charactorTimer = new Event_Timer(affectTimer, true); }
public override void Start() { // giving variables values fitting for there purpose lives = 3; movementSpeed = 10.0f; defence = 100.0f; armorStrength = 0.0f; stuned = false; affectTimer = 0.0f; charactorTimer = new Event_Timer(affectTimer,false); jumpSpeed = 6.0f; throwRate = 100.0f; checkPoint = transform.position; grenadeStock = new int[6]{10,10,10,10,10,10}; grenadeChoise = 1; grenadeTimer = new Event_Timer(throwRate, true); paused = false; checkPointCount = 0; cc = GetComponent<CharacterController>(); gameLoad(); }
public void Start() { explode = false; //is set to false from the start and when hitting a object, it will be set to true and dialate the trigger/collider grenadeTimer = new Event_Timer(fuseTime, true); //here you have a new eventtimer that loops arcoding to the fuseTime rigidbody.velocity = transform.forward * throwSpeed; //generating the throw of the grenade mowing it forward and arcoding to the throwspeed }