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Started by
vanityinsanity
, Nov 29 2012 06:49 AM
16 replies to this topic
#1
Posted 29 November 2012 - 06:49 AM
The title says it all. Reply, and let's see how interesting this gets.
#2
Posted 29 November 2012 - 06:52 AM
I've got nothing on mine!
#3
Posted 29 November 2012 - 06:53 AM
#4
Posted 29 November 2012 - 07:12 AM
Lets try again... http://defenderofthe...s.com/apps/faq/ Got one!
#5
Posted 29 November 2012 - 07:14 AM
Your life is not what you see, but what you seek.
If you want me to respond to you, reply to me with the "Quote" button under my post.
If you want me to respond to you, reply to me with the "Quote" button under my post.
#6
Posted 29 November 2012 - 07:18 AM
Someone told me to go laugh at this poor individual, i declined but never copied something new since.
If my comment helped at all, or maybe you liked my attitude, please click the little + button on the bottom right to help me raise my reputation on the MC Forums :) Thnx
#7
Posted 29 November 2012 - 07:26 AM

#8
Posted 29 November 2012 - 07:47 AM
Screen.showCursor = false;
#9
Posted 29 November 2012 - 07:59 AM
216.230.228.228:27016
Umm, new server for you guys?
I am here but not here, I am your doom, I am your assassin, but I'm only 9.... - Bobby Barrows from CTTFF
Check out my forum game! Spreading the Infecton!
Check out my forum game! Spreading the Infecton!
#10
Posted 29 November 2012 - 04:18 PM
#11
Posted 29 November 2012 - 04:46 PM
http://www.dontstarv...e.com/play.html
Was gona play don't starve on chrome, but accidentally used Safari (I'm on mac) so instead of typing it again I copied it into chrome.
BTW, thats an amazing game. Check it out, its about survival.
Was gona play don't starve on chrome, but accidentally used Safari (I'm on mac) so instead of typing it again I copied it into chrome.
BTW, thats an amazing game. Check it out, its about survival.
Fire is the problem, Ice is the solution. Squid army FTW! くコ:彡
#12
Posted 29 November 2012 - 04:48 PM
don't ask why I love this song so much
My last signature was broken, so here I put this here.
#14
Posted 29 November 2012 - 05:10 PM
// This makes the character turn to face the current movement speed per default.
var autoRotate : boolean = true;
var maxRotationSpeed : float = 360;
private var motor : CharacterMotor;
// Use this for initialization
function Awake () {
motor = GetComponent(CharacterMotor);
}
// Update is called once per frame
function Update () {
// Get the input vector from kayboard or analog stick
var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
var directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Rotate the input vector into camera space so up is camera's up and right is camera's right
directionVector = Camera.main.transform.rotation * directionVector;
// Rotate input vector to be perpendicular to character's up vector
var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
directionVector = (camToCharacterSpace * directionVector);
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = directionVector;
motor.inputJump = Input.GetButton("Jump");
// Set rotation to the move direction
if (autoRotate && directionVector.sqrMagnitude > 0.01) {
var newForward : Vector3 = ConstantSlerp(
transform.forward,
directionVector,
maxRotationSpeed * Time.deltaTime
);
newForward = ProjectOntoPlane(newForward, transform.up);
transform.rotation = Quaternion.LookRotation(newForward, transform.up);
}
}
function ProjectOntoPlane (v : Vector3, normal : Vector3) {
return v - Vector3.Project(v, normal);
}
function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
return Vector3.Slerp(from, to, value);
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
@script AddComponentMenu ("Character/Platform Input Controller")
var autoRotate : boolean = true;
var maxRotationSpeed : float = 360;
private var motor : CharacterMotor;
// Use this for initialization
function Awake () {
motor = GetComponent(CharacterMotor);
}
// Update is called once per frame
function Update () {
// Get the input vector from kayboard or analog stick
var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
var directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Rotate the input vector into camera space so up is camera's up and right is camera's right
directionVector = Camera.main.transform.rotation * directionVector;
// Rotate input vector to be perpendicular to character's up vector
var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
directionVector = (camToCharacterSpace * directionVector);
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = directionVector;
motor.inputJump = Input.GetButton("Jump");
// Set rotation to the move direction
if (autoRotate && directionVector.sqrMagnitude > 0.01) {
var newForward : Vector3 = ConstantSlerp(
transform.forward,
directionVector,
maxRotationSpeed * Time.deltaTime
);
newForward = ProjectOntoPlane(newForward, transform.up);
transform.rotation = Quaternion.LookRotation(newForward, transform.up);
}
}
function ProjectOntoPlane (v : Vector3, normal : Vector3) {
return v - Vector3.Project(v, normal);
}
function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
return Vector3.Slerp(from, to, value);
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
@script AddComponentMenu ("Character/Platform Input Controller")
#16
Posted 29 November 2012 - 09:04 PM
So today I saw an enderman holding a watermelon. I was laughing so hard I didn't notice his shorter green friend walking up behind me.
#17
Posted 29 November 2012 - 09:10 PM
108.75.16.190
У каждого есть свое мнение, это просто, что ваш глупый.
Everybody has an opinion, it's just that yours is stupid.
Everybody has an opinion, it's just that yours is stupid.









