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Messages - Ghosu

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Playmaker Help / Re: Arcade Racer: direct contols and physics?
« on: February 27, 2016, 11:38:57 AM »
Managed to get what i want...at least the base is finished, needs some bugfixing and tweaking but it should work. Physics based control only, using side forces to rotate the rigidybody - direct controls, car drives to the controller axis direction. No look at function that locks rotation any more so the car interacts with colliders all the time.

https://youtu.be/LNuH42EBaKU

greetings

2
Playmaker Help / Re: On Collision Enter Does not work!
« on: February 27, 2016, 09:33:03 AM »
I'm using the same version(s), works for me...so the function itself seems to be fine i guess. I often forget to set the collision tag since clicking on ADD TAG... only creates a tag but doesn't select it :D

https://youtu.be/vBKqVE1Qyfc

Greetings


3
Playmaker Help / Re: Addforce to mouse positon?
« on: February 26, 2016, 10:57:22 AM »
One quick method i just tested:


plane (like the white background in your video) with collider set to trigger
you can delete its mesh renderer to make it invisible and translate it to the players position

FSM on your arm/hand/gun or whatever you want:
action mouse pick, store point, every frame

action smooth look at, target position: point
play around with up vector/keep vertical/speed to fit your demands or rotate you mesh/parent

... and with mouse pick event at mouse down you could simply create a bullet prefab at position gun. This prefab uses a translate, move or force action heading its lokal front position.

https://youtu.be/YiT8XuVyl9k

That's just a quick way you could tweak and build on.

Greetings

4
Playmaker Help / Re: Arcade Racer: direct contols and physics?
« on: February 24, 2016, 12:04:03 AM »

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Playmaker Help / Arcade Racer: direct contols and physics?
« on: February 21, 2016, 02:37:41 AM »
Hi folks

Currently i'm working on some kind of racing game using Playmaker...and my biggest problem right now is to get the controls right. It's arcade style and movement will be direct, so when i move the joystick to the left the car should move directly there (not like forward=accelerate, backwards=brake,left/right = steering). I'm quite happy with the current controls, though i don't get it to work with physics.

There will be plenty physics in the game like jumping over ramps, colliding with other players or objects, get hit by stuff and whatever. I tried several methods, atm i'm using method B on this screenshot in combination with the smooth look at direction action.



PROTOTYPE VIDEO: https://youtu.be/SgksJBUH1Qg

Though, the problem is: the smooth look at action locks the rotation of my game object, in the video's first segment right after the steering test i click on the car to apply a force - it just "jumps" without any kind of rotation, same when i drive over a ramp with upwards angle - ofc the look direction doesn't change. I guess this can be fixed if i use something like raycasts and normal check to adjust rotation - but the problem with physics not interacting with rotation will still remain.

Maybe use just a rotate action to rotate a single axis to adjust direction and fix the tilt rotation for ramps with raycasts...there must be a better way?

In the second part of the prototype video i'm using wheel colliders to control both cars - works just fine and can be adjusted to feel like arcade i guess. Though no direct contols, left/right is for steering so this would need adjustment. But using a rigidbody with forces still feels a bit better...so, any helpful ideas?

Thanks and have a nice weekend,
Matthias

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Same Problem here, PLAY SOUND volume seems to be broken since update.

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Official Action Updates / Re: Set Camera Culling Mask
« on: January 04, 2016, 12:28:37 AM »
UPDATE: SOLVED, reloaded project and reset, still not working. Reloaded again, now it works fine - strange, but who cares as long as it does its job now :D THX



Hello

Just what i needed, though it's not working in my project:

cullingMask in camera.cullingMask is highlighted red and i get a compile error (without error log entry) when starting play mode (see attached image)

Greetings

8
This is exactly the way i'm doing it right now :D

I'll simply do it the "set property" way for each single one...just takes a few minutes to set it up so it's no big deal. Was just curious if there is a some way (for upcoming projects with more materials) to do it with one or two actions, like selecting all material in the scene and change shader.

Thanks for your time :)
Greetings

9
Thanks. Well, isn't set material not quite as costly as using set property (as mentioned before)? I'm using 'bout 40 materials (random generated planets) so i've got to handle each single one. Whatever, wouldn't be a big deal to set it up this way - i'm just wondering if there is any other, more efficient, solution (like locating all materials in the scene and simply change all their standard shader to toon) :)

greetings

10
Hello

I'm currently working on a prototype for a game and want to change the shader type of all materials in the scene at runtine to test different art style variations.

Ofc i could drag and drop each single material and set property at key down or compile an alternative version, but maybe there is a more efficient way that i'm not aware of.



Offtopic: Many thanks to the creators of this awesome tool. I'm a 3D artist and allrounder and tend to do as much as possible on my own. Tried to learn coding a year ago, couldn't get my head around it...as an artist i'm more of a visual type, so i abandoned this task quite quickly. Now, using Playmaker, i have a visual interface to accomplish my tasks and learn a bit coding alongside - thank you sooo much :)

greetings


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