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Messages - Vanyfraise

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1
Did you try cinemachine ?

2
Playmaker Help / Re: Follow player position (with array)
« on: May 28, 2018, 02:28:52 AM »
If i take the folower1 "final" position give it to folower 2 as "move toward" objective, it works fine.

I have to polish all these but it's definitly a good start !

3
Playmaker Help / Re: Follow player position (with array)
« on: May 28, 2018, 02:09:47 AM »
Thanks a lot Djaydino !

I put your FSMs in my project. I have to make some adaptation but it's a pretty good start !

For now, my folowers join themselfs after few movements :
https://youtu.be/OuCfu6Hjln8

4
Playmaker Help / Re: Follow player position (with array)
« on: May 25, 2018, 04:55:57 AM »
If i do that, the drone will be "stuck" at the "whatever it is following every frame" transform position), no ?

I mean, with your proposition and depending where i put this "whatever", drone will go on that guy. If i put it behind, drone will go behind, or i want the "whatever" position change depending player.

Sorry, it's already kinda hard to explain in my native language so in english... :D

5
Playmaker Help / [SOLVED]Follow player position (with array)
« on: May 24, 2018, 08:00:10 AM »
    Hi guys,

    I want to do this in my shmup :
https://youtu.be/BY_nL4vMk04

Pods are moving to the last player position saved.


To find a way do this and with 600 help on the discord, i tried this solution. On the player gameobject :
  • State 1 : Check player axis  (if vector3 = 0 , then player is not moving)
  • State 2 : wait 0.16 second
  • State 3 : Add Player's transform.position vector 3 in an array list.

Then, on the first pod :
  • State 1 : Check if is moving (again, i know).
  • State 2 : Get the next array of the player transform position vector 3 array and set a vector3 with his values.
  • State 3 : Move pod to this new vector3 (i'll change the move toward with an iTween Move To later).

For now, the pod is moving all along the list of elements in the array (which is infinite for now) and loop...

How can I delete an element after using it ?
Of course if you have any ideas to do this linear following tricks w/o array, i'd loved to read it.

Thanks ![/list]

6
Playmaker Help / How to get a 360° angle between two vector3[SOLVED]
« on: February 13, 2018, 07:03:07 AM »
With a the "Vector3 Operator" I've got a 180° angle.
It cause in my project fliping angle bug.

I guess I'll could find a way to solve it if I got a 360° angle, right now I work with two 180° angle that I select with the help of playerPosition vector3 (Player is it at the left or the right of the object then do this action etc.).

7
Playmaker Help / Re: [SOLVED] How to find multiples objects.
« on: February 13, 2018, 06:52:55 AM »
Thanks guys,
I tried "Simple Object Pooling", it works great.

8
Thank you for your reply. It really helps !

The video was set as private, it's availlable now.


In order to adapt to my project, i'm trying this :


This activate or desactivate that FSM :


But the feedback isn't what i expected.

9
Hi guys,
I'm trying to dev "this" exact feature :
I want to translate the camera on the x axis depending on the player position and blocked at -x & +x.

Like that :
https://youtu.be/ZMYThjHA1Xw


I tried a lot of things, but i'm at a dead end. Any idea ?


10
Playmaker Help / Re: How to find multiples objects.
« on: December 13, 2017, 08:40:52 AM »
I avoid object pooling, always thought it was too complicate for me to play with but it seems i have to.

I'll try Pooly, thakn you !

11
Playmaker Help / [SOLVED] How to find multiples objects.
« on: December 13, 2017, 04:00:31 AM »
Hi guys,

I'm searching for a non-developper friendly way to find multiples objects with tag or something else in my scene. I want to build a cancel bullet feature in my shmup. To do this, i have to find all existing bullets in screen and then deactivate them or thing like that.

Do I have to put all created bullet in an array or something like that ?

As Leeloo said, "Please help".

12
Playmaker Help / Re: Fire and alt fire
« on: November 14, 2017, 06:46:41 AM »
Hi,
Try a different setup :

State 1 : have a 'mouse down' action. on mouse down go to state 2

State 2 : have a mouse up action and a wait. Connect the mouse up transition to State 3 and wait to State 4.

State 3 : Do single shot

State 4 : Do HoldFire and have a mouse up action when you need to know if released, to go back to State 1.

It works but i need to repeat the alternate fire as long the button is pressed !

[EDIT] Ok it works ! I put another state making a loop aside . Thank you very much !


13
Playmaker Help / Re: Fire and alt fire
« on: November 14, 2017, 03:16:02 AM »
I'll try this, thank you.

And thank you for your coin magnet video that i just use to make mine :D

14
Playmaker Help / Re: Fire and alt fire
« on: November 13, 2017, 07:58:01 AM »
After some investigations,
it seems that my bool test, can't accept the bool to be true.

https://youtu.be/7UbyuMrijlU

15
Playmaker Help / Fire and alt fire [SOLVED]
« on: November 13, 2017, 03:45:48 AM »
Hi guys,

I want to make this danmaku shooting system :

  • if player press fire then create bullet1,
  • if player held button x seconds then create bullet2 all long player held down fire button (alternate fire).

For now, i'm trying this :
- Idle is waiting for "Get Button Down", it stores the result in the bool fireIsPressed.
- IsFiringOnce, take position of owner, create the bullet,
- FireBoolTest is waiting for x secondes and is testing the bool :
   - if true (means player's still pressing "fire1" button), it goes to HOLDFIRE event.
   - if false (means player's not pressing anymore "fire1" button), it return to Idle Start state.

Of course, it's not working, i don't know why but the bool does not set to false when the fire button is release.

I try to make a "shootmanager" in another gameobject in the scene, it set correctly the bool but no result when i test the condition (it do not send to the STOPFIRE event, even if the bool is false).

Do i try with the wrong "get..." action or something else ?


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