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Diskuze: Unity jak zadat kod aby vidělo se cela postava

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Erik .jr
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Erik .jr:15.3.2016 11:37

No chci vam ukazat jak se da dělat aby se vidělo celu postavu .Nektorich nezajímá nechtorich ano tak začneme tim že si otevřeme unity .

Vytvorte si Javascript,adoňho si naložime kod Tento

var cameraTransform : Transform;
private var _target : Transform;

// The distance in the x-z plane to the target

var distance = 7.0;

// the height we want the camera to be above the target
var height = 3.0;

var angularSmoothLag = 0.3;
var angularMaxSpeed = 15.0;

var heightSmoothLag = 0.3;

var snapSmoothLag = 0.2;
var snapMaxSpeed = 720.0;

var clampHeadPosi­tionScreenSpa­ce = 0.75;

var lockCameraTimeout = 0.2;

private var headOffset = Vector3.zero;
private var centerOffset = Vector3.zero;

private var heightVelocity = 0.0;
private var angleVelocity = 0.0;
private var snap = false;
private var controller : ThirdPersonCon­troller;
private var targetHeight = 100000.0;

function Awake ()
{
if(!cameraTransform && Camera.main)
cameraTransform = Camera.main.tran­sform;
if(!cameraTran­sform) {
Debug.Log("Please assign a camera to the ThirdPersonCamera script.");
enabled = false;
}

_target = transform;
if (_target)
{
controller = _target.GetCom­ponent(ThirdPer­sonController);
}

if (controller)
{
var characterController : CharacterController = _target.GetCom­ponent.<Colli­der>();
centerOffset = characterContro­ller.bounds.cen­ter - _target.position;
headOffset = centerOffset;
headOffset.y = characterContro­ller.bounds.max­.y - _target.position.y;
}
else
Debug.Log("Please assign a target to the camera that has a ThirdPersonCon­troller script attached.");

Cut(_target, centerOffset);
}

function DebugDrawStuff ()
{
Debug.DrawLine(_tar­get.position, _target.position + headOffset);

}

function AngleDistance (a : float, b : float)
{
a = Mathf.Repeat(a, 360);
b = Mathf.Repeat(b, 360);

return Mathf.Abs(b - a);
}

function Apply (dummyTarget : Transform, dummyCenter : Vector3)
{
// Early out if we don't have a target
if (!controller)
return;

var targetCenter = _target.position + centerOffset;
var targetHead = _target.position + headOffset;

// DebugDrawStuff();

// Calculate the current & target rotation angles
var originalTargetAngle = _target.eulerAn­gles.y;
var currentAngle = cameraTransfor­m.eulerAngles­.y;

// Adjust real target angle when camera is locked
var targetAngle = originalTarge­tAngle;

// When pressing Fire2 (alt) the camera will snap to the target direction real quick.
// It will stop snapping when it reaches the target
if (Input.GetBut­ton("Fire2"))
snap = true;

if (snap)
{
// We are close to the target, so we can stop snapping now!
if (AngleDistance (currentAngle, originalTarge­tAngle) < 3.0)
snap = false;

currentAngle = Mathf.SmoothDam­pAngle(curren­tAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed);
}
// Normal camera motion
else
{
if (controller.Get­LockCameraTimer () < lockCameraTimeout)
{
targetAngle = currentAngle;
}

// Lock the camera when moving backwards!
// * It is really confusing to do 180 degree spins when turning around.
if (AngleDistance (currentAngle, targetAngle) > 160 && controller.Is­MovingBackwar­ds ())
targetAngle += 180;

currentAngle = Mathf.SmoothDam­pAngle(curren­tAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed);
}

// When jumping don't move camera upwards but only down!
if (controller.Is­Jumping ())
{
// We'd be moving the camera upwards, do that only if it's really high
var newTargetHeight = targetCenter.y + height;
if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)
targetHeight = targetCenter.y + height;
}
// When walking always update the target height
else
{
targetHeight = targetCenter.y + height;
}

// Damp the height
var currentHeight = cameraTransfor­m.position.y;
currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag);

// Convert the angle into a rotation, by which we then reposition the camera
var currentRotation = Quaternion.Euler (0, currentAngle, 0);

// Set the position of the camera on the x-z plane to:
// distance meters behind the target
cameraTransfor­m.position = targetCenter;
cameraTransfor­m.position += currentRotation * Vector3.back * distance;

// Set the height of the camera
cameraTransfor­m.position.y = currentHeight;

// Always look at the target
SetUpRotation(tar­getCenter, targetHead);
}

function LateUpdate () {
Apply (transform, Vector3.zero);
}

function Cut (dummyTarget : Transform, dummyCenter : Vector3)
{
var oldHeightSmooth = heightSmoothLag;
var oldSnapMaxSpeed = snapMaxSpeed;
var oldSnapSmooth = snapSmoothLag;

snapMaxSpeed = 10000;
snapSmoothLag = 0.001;
heightSmoothLag = 0.001;

snap = true;
Apply (transform, Vector3.zero);

heightSmoothLag = oldHeightSmooth;
snapMaxSpeed = oldSnapMaxSpeed;
snapSmoothLag = oldSnapSmooth;
}

function SetUpRotation (centerPos : Vector3, headPos : Vector3)
{
// Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
// * When jumping up and down we don't want to center the guy in screen space.
// This is important to give a feel for how high you jump and avoiding large camera movements.
//
// * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
//
// So here is what we will do:
//
// 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
// 2. When grounded we make him be centered
// 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
// 4. When landing we smoothly interpolate towards centering him on screen
var cameraPos = cameraTransfor­m.position;
var offsetToCenter = centerPos - cameraPos;

// Generate base rotation only around y-axis
var yRotation = Quaternion.Lo­okRotation(Vec­tor3(offsetTo­Center.x, 0, offsetToCenter.z));

var relativeOffset = Vector3.forward * distance + Vector3.down * height;
cameraTransfor­m.rotation = yRotation * Quaternion.Lo­okRotation(re­lativeOffset);

// Calculate the projected center position and top position in world space
var centerRay = cameraTransfor­m.GetComponen­t.<Camera>().Vi­ewportPointTo­Ray(Vector3(.5, 0.5, 1));
var topRay = cameraTransfor­m.GetComponen­t.<Camera>().Vi­ewportPointTo­Ray(Vector3(.5, clampHeadPosi­tionScreenSpa­ce, 1));

var centerRayPos = centerRay.Get­Point(distance);
var topRayPos = topRay.GetPoin­t(distance);

var centerToTopAngle = Vector3.Angle(cen­terRay.directi­on, topRay.direction);

var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);

var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);
if (extraLookAngle < centerToTopAngle)
{
extraLookAngle = 0;
}
else
{
extraLookAngle = extraLookAngle - centerToTopAngle;
cameraTransfor­m.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);
}
}

function GetCenterOffset ()
{
return centerOffset;
}
Toje prvyny kod

Druhy kod zase si vytvorime Javascript a dame tento

// Require a character controller to be attached to the same game object
@script RequireComponen­t(CharacterCon­troller)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;

public var walkMaxAnimati­onSpeed : float = 0.75;
public var trotMaxAnimati­onSpeed : float = 1.0;
public var runMaxAnimati­onSpeed : float = 1.0;
public var jumpAnimationSpeed : float = 1.15;
public var landAnimationSpeed : float = 1.0;

private var _animation : Animation;

enum CharacterState {
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}

private var _characterState : CharacterState;

// The speed when walking
var walkSpeed = 2.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAc­celeration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;

private var jumpRepeatTime = 0.05;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags;

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;

private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;

private var isControllable = true;

function Awake ()
{
moveDirection = transform.Tran­sformDirection(Vec­tor3.forward);

_animation = GetComponent(A­nimation);
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");

/*
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;
*/
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
if(!runAnimation) {
_animation = null;
Debug.Log("No run animation found. Turning off animations.");
}
if(!jumpPoseA­nimation && canJump) {
_animation = null;
Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
}

}

function UpdateSmoothed­MovementDirec­tion ()
{
var cameraTransform = Camera.main.tran­sform;
var grounded = IsGrounded();

// Forward vector relative to the camera along the x-z plane
var forward = cameraTransfor­m.TransformDi­rection(Vector3­.forward);
forward.y = 0;
forward = forward.normalized;

// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);

var v = Input.GetAxis­Raw("Vertical");
var h = Input.GetAxis­Raw("Horizontal");

// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;

var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

// Target direction relative to the camera
var targetDirection = h * right + v * forward;

// Grounded controls
if (grounded)
{
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;

// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9 && grounded)
{
moveDirection = targetDirecti­on.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.Rotate­Towards(moveDi­rection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

moveDirection = moveDirection­.normalized;
}
}

// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;

// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(tar­getDirection.mag­nitude, 1.0);

_characterState = CharacterState­.Idle;

// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShif­t))
{
targetSpeed *= runSpeed;
_characterState = CharacterState­.Running;
}
else if (Time.time - trotAfterSeconds > walkTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState­.Trotting;
}
else
{
targetSpeed *= walkSpeed;
_characterState = CharacterState­.Walking;
}

moveSpeed = Mathf.Lerp(mo­veSpeed, targetSpeed, curSmooth);

// Reset walk time start when we slow down
if (moveSpeed < walkSpeed * 0.3)
walkTimeStart = Time.time;
}
// In air controls
else
{
// Lock camera while in air
if (jumping)
lockCameraTimer = 0.0;

if (isMoving)
inAirVelocity += targetDirecti­on.normalized * Time.deltaTime * inAirControlAc­celeration;
}

}

function ApplyJumping ()
{
// Prevent jumping too fast after each other
if (lastJumpTime + jumpRepeatTime > Time.time)
return;

if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
verticalSpeed = CalculateJumpVer­ticalSpeed (jumpHeight);
SendMessage("Did­Jump", SendMessageOp­tions.DontRequ­ireReceiver);
}
}
}

function ApplyGravity ()
{
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
var jumpButton = Input.GetButton("Jum­p");

// When we reach the apex of the jump we send out a message
if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
{
jumpingReachedApex = true;
SendMessage("Did­JumpReachApex", SendMessageOp­tions.DontRequ­ireReceiver);
}

if (IsGrounded ())
verticalSpeed = 0.0;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}

function CalculateJumpVer­ticalSpeed (targetJumpHeight : float)
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
lastJumpStartHeight = transform.posi­tion.y;
lastJumpButtonTime = -10;

_characterState = CharacterState­.Jumping;
}

function Update() {

if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetIn­putAxes();
}

if (Input.GetBut­tonDown ("Jump"))
{
lastJumpButtonTime = Time.time;
}

UpdateSmoothed­MovementDirec­tion();

// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();

// Apply jumping logic
ApplyJumping ();

// Calculate actual motion
var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;

// Move the controller
var controller : CharacterController = GetComponent(Cha­racterController);
collisionFlags = controller.Mo­ve(movement);

// ANIMATION sector
if(_animation) {
if(_characterState == CharacterState­.Jumping)
{
if(!jumpingRe­achedApex) {
_animation[jum­pPoseAnimation­.name].speed = jumpAnimationSpeed;
_animation[jum­pPoseAnimation­.name].wrapMo­de = WrapMode.Clam­pForever;
_animation.Cros­sFade(jumpPose­Animation.name);
} else {
_animation[jum­pPoseAnimation­.name].speed = -landAnimationSpeed;
_animation[jum­pPoseAnimation­.name].wrapMo­de = WrapMode.Clam­pForever;
_animation.Cros­sFade(jumpPose­Animation.name);
}
}
else
{
if(controller­.velocity.sqrMag­nitude < 0.1) {
_animation.Cros­sFade(idleAni­mation.name);
}
else
{
if(_characterState == CharacterState­.Running) {
_animation[ru­nAnimation.na­me].speed = Mathf.Clamp(con­troller.veloci­ty.magnitude, 0.0, runMaxAnimati­onSpeed);
_animation.Cros­sFade(runAnima­tion.name);
}
else if(_characterState == CharacterState­.Trotting) {
_animation[wal­kAnimation.na­me].speed = Mathf.Clamp(con­troller.veloci­ty.magnitude, 0.0, trotMaxAnimati­onSpeed);
_animation.Cros­sFade(walkAni­mation.name);
}
else if(_characterState == CharacterState­.Walking) {
_animation[wal­kAnimation.na­me].speed = Mathf.Clamp(con­troller.veloci­ty.magnitude, 0.0, walkMaxAnimati­onSpeed);
_animation.Cros­sFade(walkAni­mation.name);
}

}
}
}
// ANIMATION sector

// Set rotation to the move direction
if (IsGrounded())
{

transform.rotation = Quaternion.Lo­okRotation(mo­veDirection);

}
else
{
var xzMove = movement;
xzMove.y = 0;
if (xzMove.sqrMag­nitude > 0.001)
{
transform.rotation = Quaternion.Lo­okRotation(xzMo­ve);
}
}

// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("Did­Land", SendMessageOp­tions.DontRequ­ireReceiver);
}
}
}

function OnControllerCo­lliderHit (hit : ControllerColli­derHit )
{
// Debug.DrawRay(hit­.point, hit.normal);
if (hit.moveDirec­tion.y > 0.01)
return;
}

function GetSpeed () {
return moveSpeed;
}

function IsJumping () {
return jumping;
}

function IsGrounded () {
return (collisionFlags & CollisionFlag­s.CollidedBelow) != 0;
}

function GetDirection () {
return moveDirection;
}

function IsMovingBackwards () {
return movingBack;
}

function GetLockCameraTimer ()
{
return lockCameraTimer;
}

function IsMoving () : boolean
{
return Mathf.Abs(Input­.GetAxisRaw("Ver­tical")) + Mathf.Abs(Input­.GetAxisRaw("Ho­rizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
return jumpingReachedApex;
}

function IsGroundedWit­hTimeout ()
{
return lastGroundedTime + groundedTimeout > Time.time;
}

function Reset ()
{
gameObject.tag = "Player";
}

A to nevadí ked budete mať zle nevadi len dajte do firstpersonal.

A stači len spustiť

 
Odpovědět
15.3.2016 11:37
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vajkuba1234
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Odpovídá na Erik .jr
vajkuba1234:15.3.2016 11:39

To jsi psal sám?

Nahoru Odpovědět
15.3.2016 11:39
No hope, no future, JUST WAR!
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Erik .jr
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Erik .jr:15.3.2016 11:45

Ne ale aj som tam napísal asi polovicu

 
Nahoru Odpovědět
15.3.2016 11:45
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Odpovídá na Erik .jr
Antonín Tonini:15.3.2016 14:17

Proč nepoužiješ funkci "vložit zdroják"?
A mimochodem, jsi trochu blázen. :-D To jsi si po polovině psaní vzpomněl, že existuje Ctrl C + Ctrl V?
Na tehnle kód jsem asi před rokem koukal.
http://answers.unity3d.com/…n-camer.html
http://answers.unity3d.com/…troller.html
Podle rychlé kontroly "od oka" sedí celkem přesně (jen se tady nepoužívá "var", ale pojmenování sedí). Takže prosím netvrď, že jsi ho dělal ty (byť i tu polovinu) ;-)

 
Nahoru Odpovědět
15.3.2016 14:17
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Odpovídá na Antonín Tonini
Luboš Běhounek Satik:15.3.2016 14:43

To je tím, že ten jeho kód je JS verze toho C# kódu, co jsi poslal ty :D

Nahoru Odpovědět
15.3.2016 14:43
https://www.facebook.com/peasantsandcastles/
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Erik .jr
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Odpovídá na Antonín Tonini
Erik .jr:15.3.2016 14:50

A ty ako znáš ked ked som všetko po opravoval škoda že som ne odfotil a by som ty ukazal a po prve nesom blazen lebo som ešte začiatočnik po prve len sa učim

 
Nahoru Odpovědět
15.3.2016 14:50
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Erik .jr
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Odpovídá na Luboš Běhounek Satik
Erik .jr:15.3.2016 14:52

Teda moj kod je javascript Ja som všetko naprovoval to tak vubec nebilo!!

 
Nahoru Odpovědět
15.3.2016 14:52
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Odpovídá na Erik .jr
Člen:15.3.2016 15:03

Najprv sa nauč gramatiku...

Nahoru Odpovědět
15.3.2016 15:03
...
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vajkuba1234
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vajkuba1234:15.3.2016 15:09

Ja se té situaci musím smát. :-D

Nahoru Odpovědět
15.3.2016 15:09
No hope, no future, JUST WAR!
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Erik .jr
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Odpovídá na Člen
Erik .jr:15.3.2016 15:18

serem na teba hahah!!!

 
Nahoru Odpovědět
15.3.2016 15:18
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vajkuba1234
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Odpovídá na Erik .jr
vajkuba1234:15.3.2016 15:25

Co by rodiče řekli tomu, že tady píšeš sprostě?

Editováno 15.3.2016 15:27
Nahoru Odpovědět
15.3.2016 15:25
No hope, no future, JUST WAR!
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Michal Haňáček:15.3.2016 15:32

Výživné vlákno ... 8-)

Nahoru Odpovědět
15.3.2016 15:32
Každé rozhodnutí a každý krok v životě nás někam posune. Bohužel jen některé nás posouvají dopředu.
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Erik .jr
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Nahoru Odpovědět
15.3.2016 15:33
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Odpovídá na Erik .jr
Člen:15.3.2016 15:34

Ja na teba tiež

Nahoru Odpovědět
15.3.2016 15:34
...
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Erik .jr
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Erik .jr:15.3.2016 15:34

Nechcem vdakka !!debil

 
Nahoru Odpovědět
15.3.2016 15:34
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Odpovídá na Erik .jr
Člen:15.3.2016 15:37

Ten pravý sa ozval. Inak máš peknú fotku na pokeci. Nerobí mi problém ťa zdoxovať a dostať ťa do pekných problémov...

Nahoru Odpovědět
15.3.2016 15:37
...
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Erik .jr
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Odpovídá na Člen
Erik .jr:15.3.2016 15:39

dik

 
Nahoru Odpovědět
15.3.2016 15:39
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vajkuba1234
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Odpovídá na Erik .jr
vajkuba1234:15.3.2016 15:44

Ty se toho vůbec nebojíš. Kolik ti je? 9 let? :D :D :D

Príležitostný sex: nedokážem mať s niekým sex bez lásky

Nahoru Odpovědět
15.3.2016 15:44
No hope, no future, JUST WAR!
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Neaktivní uživatel:15.3.2016 15:50

[MODERATOR] - zabte nekdo tohle vlakno.

Nahoru Odpovědět
15.3.2016 15:50
Neaktivní uživatelský účet
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Odpovídá na Neaktivní uživatel
Neaktivní uživatel:15.3.2016 15:52

Stejně tu za chvíli bude další :D

Nahoru Odpovědět
15.3.2016 15:52
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Odpovídá na Neaktivní uživatel
Člen:15.3.2016 15:55

Skôr nech zabije autora vlákna

Nahoru Odpovědět
15.3.2016 15:55
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Odpovídá na vajkuba1234
Člen:15.3.2016 16:01

Je mu 15 rokov. Jeho pokec - http://pokec.azet.sk/erik.kaleja
Keď neprestane tak pridám aj jeho tel. číslo

Nahoru Odpovědět
15.3.2016 16:01
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vajkuba1234
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vajkuba1234:15.3.2016 16:03

Ted se divam, a v jinem vlakne psal, ze je mu 12, ale i tak :D

Nahoru Odpovědět
15.3.2016 16:03
No hope, no future, JUST WAR!
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Odpovídá na vajkuba1234
Člen:15.3.2016 16:05

Ale ten profil na pokeci je jeho. Priznal mi to v správe.

Nahoru Odpovědět
15.3.2016 16:05
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Neymar.jr
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Neymar.jr:15.3.2016 16:28

Noa ale je to normalny ne chlapy myslite teraz sa ako citi chlapec

 
Nahoru Odpovědět
15.3.2016 16:28
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Odpovídá na Neymar.jr
Člen:15.3.2016 16:34

Mas novy ucet. Amin sa s tebou srat nebude.

Nahoru Odpovědět
15.3.2016 16:34
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Neymar.jr
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Neymar.jr:15.3.2016 16:37

Ne ja som jeho kamarat ja som z nemecka chcel sa naučiť naprogramovať ale nikto mu nechcel pomoc je mi jen luto

 
Nahoru Odpovědět
15.3.2016 16:37
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Erik Báča
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Erik Báča:15.3.2016 16:41

Stydím se za shodu jmen.. to se mi ještě nestalo :D

Nahoru Odpovědět
15.3.2016 16:41
Když mi dáš mínus, napiš proč!
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Neymar.jr
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Neymar.jr:15.3.2016 16:43

Ach mal pravdu

 
Nahoru Odpovědět
15.3.2016 16:43
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Nahoru Odpovědět
15.3.2016 16:54
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Odpovídá na Neymar.jr
Člen:15.3.2016 18:10

No vyjadri sa. Davaj.

Nahoru Odpovědět
15.3.2016 18:10
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Petr Čech
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Petr Čech:15.3.2016 18:17

Někdo by měl tohle vlákno zavřít nebo smazat a nejlépe zabanovat Erik .jr .
Člen zbytečně to tu rozdmýcháváš :-)

Nahoru Odpovědět
15.3.2016 18:17
the cake is a lie
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Adam Ježek
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Adam Ježek:15.3.2016 18:26

Erik .jr, akorát tu vyvoláváš flame, než příště něco založíš, rozmysli si to, nebo budeme nuceni tě zabanovat.

Nahoru Odpovědět
15.3.2016 18:26
Počkej chvíli, poradím se s křišťálovou koulí.
Děláme co je v našich silách, aby byly zdejší diskuze co nejkvalitnější. Proto do nich také mohou přispívat pouze registrovaní členové. Pro zapojení do diskuze se přihlas. Pokud ještě nemáš účet, zaregistruj se, je to zdarma.

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