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Messages - bizilux

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Share New Actions / Re: A* pathfinding (stable 0v841)
« on: April 29, 2016, 10:15:06 AM »
can this be resurrected? thread has like 65,000 views... a lot of interest in a really good pathfinding solution... too bad... too bad

Jean thanks again, you are a god :)

it took me a while to figure out what you meant with event trigger component, i never used that stuff before.

for anyone that might have same problem, i attached how it looks like.

i had to also put in small delay of 0.1 sec into my FSM, because before event trigger script actually fired off, that fsm already completed and spawned object underneath button, it wasnt interrupted by global transition called by button, so small delay of 0.1 sec solves this.

hey all,

so lets get straight to the point. im trying to make RTS.

i used mouse pick 2d action, to get position of mouse, and then i convert that to world position, and then i create building at that position, when i press mouse down button. that worked just fine.

so now i created action bar in bottom of the screen, few uGui buttons to select different types of buildings.

this scenario works fine:
  • user clicks on first button, to select building
  • user then clicks somewhere on screen where he wants that building
  • building gets placed at that location

now problem happens with this scenario:
  • user clicks on first button, to select building
  • user decides he doesnt want to place down that building
  • so, he clicks on second button to select another type of building
  • button is pressed, BUT ALSO, building that he firstly selected with button 1, gets placed underneath button 2 because that is where user just clicked

now problem is obviously in step #4, because "mouse pick 2d" action just ignores UI completely, it basically cant see that there is a button being clicked, its raycast just collides with ground, not with UI.

so i need a way for mouse pick 2d action to see that im clicking on UI button, and at that point mouse pick 2d action should not do anything, it shouldnt spawn building, it should just terminate. but right now it is as UI is completely invisible to mouse pick 2d action.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 27, 2015, 01:30:16 PM »
is it possible to use these actions in 2D top down environment?

oh yes for sure. im not really sure why i didnt do it like this. i think i wanted to keep it simple and keep everything connected with connections, and not need to use send event. although when you look at it in the end, it looks really complex and arrows going everywhere etc...

so yeh, i think global event is the way to go :)

about part 5, like i said, not sure. it takes a ton of time to make videos like that, even if it doesnt look like it. mainly editing part. maybe i will continue it, but try to shoot everything in 1 take, so that i dont need to edit it later on.

the thing is, im making 3d modular buildings right now, and this is where i spent my time, and playing computer games. so yeh there is not much incentive to make this video, too little return from it, actually none :)  and yeh 3d buildings i can sell for a really nice money

it could be, but i had to keep it to beginner levels, using only sort of primitive stuff,

about new parts... i dont know when i will resume it, lots of work goes into making them, with not so much reward out of it :) hehe

still need help :(

thanks, that means a lot to me :)

tomorrow im putting together part 5

Playmaker Help / Re: Bad rotation value
« on: August 27, 2014, 03:50:02 PM »
maybe you can use get time info action, and check if that wait action is exactly 1 second or a bit over it.

Playmaker Help / Re: Float Compare "Equal"
« on: August 27, 2014, 12:16:12 PM »
ur tolerance is probably set too low, and in that frame that it checks, its already past tolerance, so it wont fire equal event...

float compare can be hit or miss... if you need really precise point at where it needs to stop, it is impossible to do it as far as i tried... but for ur platform it might be okey...

i tried making oldschool mario like controls with raycasts... impossible with float compare since its just not accurate enough

Playmaker Help / Re: Tag problem
« on: August 27, 2014, 12:08:10 PM »
you probably have multiple gameobjects parented under one, and ur just setting tag on their parent.
make sure tag is where ur collider is, and that  really is same tag, not layer for example

Part 4

i paused it and i will resume it in few days, it will not be paid anymore, it will be for free, on youtube and i am putting together donation page for anyone that wants to support me on patreon.

it will be part of this series:

so far i made 4 parts, 1 more for tic tac toe game, and then im switching to ping pong 2d. 
im just not sure which game will have photon in it... photon is quite a big thing on its own, so im not sure if it will be part of this series... maybe it will be part of 2d top down shooter series that im starting right now too... im open to suggestions :)

yes exactly, but the problem that im seeing right now...

i can use vector2 compare action... and i can set it up that it sends event every frame that vector2 is not 0,0. and in new state, it saves vector2 into another temporary vector2 that is there in case vector2 goes to 0,0

but im seeing some problems, first, it would be infinitive loop, and second, i really want to keep it all in one state, because im also firing raycasts from that state...

Playmaker Help / Re: vector2 problem. (2d top down shooter)
« on: August 27, 2014, 02:19:16 AM »
in case its hard to understand, lets simplify it:

i have a float variable that it values can be one of these 3:  1-, 0, 1

now when float variable is 0, i dont want it to be 0, i want it to be the last number that was before it turned 0.

so lets say it was -1, and then it turned 0.  i want float to be changed back to -1, or somehow save it into another float variable

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