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Messages - colpolstudios

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1
Playmaker Help / Re: Jumping within the stealth project
« on: November 27, 2015, 11:49:22 AM »
Ive updated the system by adding a new fsm checking is spacebar pressed.

The max distance is 5 unity units. If you tap the spacebar the jump is short, If you hold the spacebar you reach max distance.

I have not done this type of movement before so using this system what pitfalls should I look out for.

What checks should I be making to improve on the jumping.

Help and suggestions most welcome

Link : https://dl.dropboxusercontent.com/u/150707256/stealth%20jumping/jump%20testing.html


2
Playmaker Help / Jumping within the stealth project
« on: November 26, 2015, 02:42:04 PM »
I have added a jumping to the project spacebar to jump.

I am using mixamo animation. I would like to know how to actually translate the model forward while he is jumping. Would it be possible to have a variable exposed that is used for the distance so I could alter the distance jumped.

character can sneak, walk, wave hand, Die press h twice and jump spacebar to jump.

Sorry no restart button if you die.

https://dl.dropboxusercontent.com/u/150707256/stealth%20jumping/jump%20testing.html

3
General Discussion / Re: FPS + playmaker + FPS Control
« on: October 31, 2014, 04:55:52 AM »
small update: foot step sounds added:

No more updates are pending so enjoy the demo:

DEMO: https://dl.dropboxusercontent.com/u/150707256/FPS%20KIT%20flying%20robots/FPS.html

4
Playmaker Help / Re: How to add footstep sounds when working with Mecanim
« on: October 12, 2014, 11:32:11 AM »
Thank you so much the pictures helped me lots

5
Playmaker Help / Re: How to add footstep sounds when working with Mecanim
« on: October 11, 2014, 03:35:54 PM »
I seem to have this solved, but still in testing.

I will keep you posted and many thanks for your help.


6
Playmaker Help / Re: How to add footstep sounds when working with Mecanim
« on: October 11, 2014, 09:51:36 AM »
Within the window to add an animation event I have these options.

Function, Float, Int, String and Object.

By default the function is named "NewEvent".

I am not sure what to put into the fields:(

I am now getting this error msg: AnimationEvent 'Footstep' has no receiver! Are you missing a component?


7
unity manual quote:

Can you add animation events to Mecanim?

This is high in our priorities for future development. For the time being, we suggest using additional animation curves to simulate events approximately. Although this technique doesn’t recreate events exactly, many of our users have reported it as useful.

Play maker details

Currently using

Movement : This FSM controls the player movement and targeting using the axis vector and feeding it to the
character controller move vector.

Mecanim : This FSM feeds the Player mecanim animator with speed data and trigger data. It watches the
character controller velocity and feeds to the mecanim animator. The mecanim animator uses this data to
switch from idle to running states.

speed is the variable used, with this open in the inspector and playing the value goes from 0 - 5

The animation in use is running Details:

0.0 - 12.0 @ 30fps

Question: How would you setup an FSM to play a single footstep sound for when each foot should be touching the ground based on the input from the user?

I am using FPS PlayMaker Kit with some minor changes.




8
General Discussion / FPS + playmaker + FPS Control
« on: October 09, 2014, 04:18:44 PM »
Hi, I am playing around with this FPS Control: https://www.assetstore.unity3d.com/en/#!/content/5348

However I am using this asset for the scene: https://www.assetstore.unity3d.com/en/#!/content/13881

With that in mind only some areas are tagged, to allow for ray cast hit.

Areas:

Starting point "main hall", if lock shot then a little into this area.

Elements added:

pick up sound, reload, shooting and door sound.

I wanted to see how the https://www.assetstore.unity3d.com/en/#!/content/13881would cope in a new setting and well the demo says it all.

DEMO: https://dl.dropboxusercontent.com/u/150707256/FPS%20KIT%20flying%20robots/FPS.html

Personally I like the models used in this version.

As RAIN is quite hard to fully understand I have yet to try and use Ai within the scene.

What advice would you give on an easy but free Ai?


9
Playmaker Help / Re: Simple door unlocking system issues.
« on: October 09, 2014, 01:46:06 PM »
Hi, I hope you don`t mind me jumping in, but from the video this is an excellent example.

I have a play maker template where you can choose if the player needs a key to open the door.

The need key bool can be set within the inspector to false or true.

True "you need a key to access"

False "no key needed"

To be honest I don`t know if you can share templates.

let me know if this kind of help would be useful.

I am not around much lately, but will check on a reply when I can.

10
General Discussion / Auto desk charactor Generator updated
« on: August 17, 2014, 07:40:12 AM »
Hi, auto desk have updated there export options to include a new option Unity (.fbx)

More information can be found here: http://help.autodesk.com/view/CHRGEN/ENU/?guid=GUID-594936FB-C2D4-4383-B3A0-9AE72FEFE2BF

Here is a demo: https://dl.dropboxusercontent.com/u/150707256/Auto%20desk%20charactor%20Gen/autodesk%20charactor%20%2B%20playmaker.html


11
Share New Actions / Re: RayCast From GameObject
« on: August 15, 2014, 03:02:24 PM »
Hi, Jean here is the web player demo.

https://dl.dropboxusercontent.com/u/150707256/Raycast%20to%20shoot%20Demo%20playmaker/Raycast%20to%20shoot%20Demo.html

Updates:

New model with texture so we can see the direction we are aiming in (only a basic example).

Gui on screen instructions.

Spawned particles if you hit either a wall or the enemy.

Hopefully this basic example would help others.

Unity Scene: https://dl.dropboxusercontent.com/u/150707256/Raycast%20to%20shoot%20Demo%20playmaker/Raycast%20to%20shoot%20Demo.unity3d







 

12
Playmaker Help / Aiming help
« on: August 12, 2014, 09:10:36 AM »
Using playmaker I am raycasting myself from the shooting camera towards the sphere (AIM Target)

Demo:https://dl.dropboxusercontent.com/u/150707256/playmaker%20stealth%20new%20character%20WIP/testing%20only.html

When you hit play the Y hit point is at 2.0, but I am playing aim straight at this point.

The camera in scene view is directly behind the player at a 90% angle facing forwards the ray always goes through the sphere (AIM Target).

The player needs to be aiming up, but within a weighted range 0 -1 ; 1=100% of the animation to be played so this would be straight up in the air.

Is there a way to take the hit point details and convert them so I could use the information and apply it to the weighted range?

Reply: Yes, but it requires some math:

Vector3 A = player between shoulders;
Vector3 B = hitpoint;
Vector3 E = B - A;
Vector3 D = E;
D.y = 0;
float C = Angle(E, D);
float X = Sin(C);
X = (X+1) / 2

X is the weighted range.

Question could someone please help me set this up

13
Work In Progress... / Re: new character for the stealth project
« on: August 09, 2014, 02:03:06 PM »
Hi, updated https://dl.dropboxusercontent.com/u/150707256/playmaker%20stealth%20new%20character%20WIP/testing%20only.html

You now can shoot when the gun is equipped.

"Spacebar" to equip/un equip gun

Left click to shoot.

I had to set the animation weights to different values when changing from shooting up and down.

I think I need to use get mouse Y and use the stored value to improve on the amount of movement up and down.

I was previously resetting the values to 0 when you unequipped the gun, but now it seems better not to do this.

I value your input and help many thanks for your time

colpolstudios

14
Share New Actions / Re: RayCast From GameObject
« on: August 08, 2014, 02:44:38 PM »
Hi, I just wish to confirm that the play maker scene works fine.

Would you mind if I updated this with some minor improvements?

1. Model a new cube and uv map it so we can see the direction we shoot in.

2. Ability to hit and test enemy or wall hit and create particle effect at hit points.

3. Test did we hit nothing and take action

Thank you for the time taken to create the example.

Learned a lot from it:)




15
Work In Progress... / new character for the stealth project
« on: August 05, 2014, 02:54:53 PM »
I have been reworking the main character used in the play maker stealth scene.

My head is still swimming with all of the info I had to take in, in order to get the hero character from the 3rd person shooter project working in the first place.

If you have time please test the latest update:

https://dl.dropboxusercontent.com/u/150707256/playmaker%20stealth%20new%20character%20WIP/testing%20only.html

updates:

You can walk / run with no gun equipped you can also sneak as normal in this mode.

You can walk run with gun equipped however the sneak mode is now with gun in hand.

The character now aims up and down when gun equipped.

Cameras:

Main camera has the done camera movement c# script.

Shooting camera has the c# shooter came camera script with the angle v (mouse Y) input feeding the animations controller component to drive the animations.

Animations: shoot straight, shoot up and shoot down.

Known issues:

walking backwards when gun equipped.

This is due to always looking at the aim target when moving, not to sure how to solve this one :(

Please let me know of areas that need more work.

Thank you

Colpolstudios




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