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Messages - SPACE GAMER

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1
Playmaker Help / Re: Nav Mesh Draw Path
« on: April 28, 2017, 09:51:03 AM »
Manually creating a path section

2
Playmaker Help / Re: Nav Mesh Draw Path
« on: April 28, 2017, 09:49:57 AM »
my next attempt will consist of using some of these methods to try and achieve this.
http://www.binpress.com/tutorial/unity3d-ai-navmesh-navigation/119

3
Playmaker Help / Re: Nav Mesh Draw Path
« on: April 28, 2017, 09:46:30 AM »
also would you happen to have an idea of how google maps achieves this with almost no lag.

4
Playmaker Help / Re: Nav Mesh Draw Path
« on: April 28, 2017, 09:43:44 AM »
Thanks a lot man I was up all night looking for scripts and solutions to this problem the best thing I could think of was to add some type of graph to the terrain and plot the points through that (but object avoidance would become a problem for pathfinding)or just make some type of game object graph around player representing range. Its going to be turn based so there will be no actions going on besides some mild character idle animations. do you think you could send me a screenshot of how you would try to map this in playmaker and Ill try to take it from there if you don't mind.   

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Playmaker Help / Re: Nav Mesh Draw Path
« on: April 27, 2017, 10:54:12 PM »
skipadu: Thanks for the quick response but I had already checked that article out and couldn't figure out how to make that work for me with playmaker. Sorry. and yes what I need would look like that walking dead example you showed me.

tcmeric: I want to display this during gameplay but a slow load process does not sound bad in my scenario. I would expect some type of late load to the path as I move the mouse about the screen. I want to draw the path from player to mouse around obstacles as I move my mouse away from player. Then once out of modified range I want the line to stop at max distance but still show, or turn red when its too long. I pretty much want it to behave just like google maps when you move your destination marker. It updates the line every frame and even changes the distance and time of arrival. I would love to be able to mimic the distance and draw line functionality's in unity, but using Unity's metric system instead. Do you have or can you create an action for something like that?

6
Share New Actions / Re: NavMeshAgent knockback action
« on: April 27, 2017, 09:52:07 PM »
NICE!

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Playmaker Help / Nav Mesh Draw Path
« on: April 27, 2017, 09:42:59 PM »
Hi I'm not much of a programmer but I manage to get by with playmaker and its eco system. I was wondering if there is an action or a set of actions I could use to draw my nav agents  path on a baked terrain nav mesh (during gameplay). I pretty much want to show how far a player can travel and what route he will take with a line. If someone decides to create this action please add an option for a limit on the distance the line will render. I think it would be neat if someone could create this action or a tutorial for me and fellow playmaker users alike. If not could you point me in the right direction because there are no playmaker tutorials out there on this subject.

Thanks in advance for any help or knowledge on the subject.

8
Android Help / Re: Render Texture camera Action[SOLVED]
« on: March 03, 2017, 09:49:28 AM »
Thanks man sweet I still need this action and I'm sure other people might appreciate it as much as me.

9
Jean thanks man I think this should help my programmer out. I just use the program to rapidly create functional things I'm not sure what he is looking for as a coder but I hope your post helps thanks again man.

10
Playmaker Help / I Need my playmaker Code to give to a real programer
« on: February 28, 2017, 05:02:29 PM »
Sup I was wondering is there is a way to print or show my playmaker code as a whole project to a programmer who can see beyond preset actions.  He wants to check for memory leaks and how things are structured and working in the project. Thanks in advance to anyone who can help me I know its simple I just cant find a way to do it.

11
Playmaker Help / Re: Unity Collab shared projects help.
« on: August 28, 2016, 03:23:53 PM »
Yes that is exactly what's going on. I own it but no one else on the team does and I don't want to screw up the project so I came here first. Is this possible? and if so what steps do I take? thanks for the reply.

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Playmaker Help / Unity Collab shared projects help.
« on: August 26, 2016, 11:16:01 AM »
I know about getting rid of the dill file but just to be sure I need to know

1.Does this work with a Unity collab project?

2. Will it effect the project if anyone else try's to build on the other end?

3.If the project is already started without playmaker should it effect anything if I add it at a later point in the project if I follow the first steps mentioned earlier?

4.once I get rid of the dill file will I still be able to edit and make FSM's?

5.and last but not least this might be a repeated question but can other people edit other things in the project if I add it to an existing project?

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Playmaker Help / Re: How to Share Playmaker Projects
« on: August 25, 2016, 05:31:12 PM »
1.Does this work with a Unity collab project?
2. Will it effect the project if anyone else try's to build on the other end?
3.If the project is already started without playmaker should it effect anything if I add it at a later point in the project if I follow the first steps mentioned earlier?
4.and last but not least this might be a repeated question but can other people edit other things in the project if I add it to an existing project?

14
Playmaker Help / Re: How to use force like a pool ball [SOLVED]
« on: July 19, 2016, 09:53:00 AM »
use add explosion Force

15
do u have skype?

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