Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Doh

Pages: [1] 2 3 ... 6
Awesome! It sounds like an interesting project, best of luck!  :D

Playmaker Help / Re: Add force to parented object only on one axis
« on: March 20, 2018, 07:00:58 PM »
Snazzy, glad I could help!

Playmaker Help / Re: Add force to parented object only on one axis
« on: March 20, 2018, 03:32:55 PM »
Have you tried putting Multiply above Add Force? For it to work exactly as I had it you need it to execute in the same order, so top to bottom, 1st Transform Direction, 2nd Multiply Vector3 and 3rd Add Force.

Is it important for you to get the transform direction every frame? If it's only required on throw I'd probably contain them together in one state and have a transition/global-transition leading to it. There are many ways you could approach this, how are you planning to instigate a throw? Do you have a central player controller FSM that monitors player input?

It's hard to tell what's really going on due to the image being quite tight, the second column for Transform Direction kinda makes it look like a screenshot on a screenshot. Probably besides the point anyway.

Playmaker Help / Re: Add force to parented object only on one axis
« on: March 20, 2018, 12:47:59 PM »
I came across and still come across similar issues where I know every step of what I want to do but finding the best actions is difficult.

If you want to upload a screen shot of your state in play mode I could see if something stands out with the multiplier. The multiplier as I'm sure you can see gives you a decent way to control throwing power.

I only used Velocity Change as a quick means to an end, it ignores mass so it's pretty straight forward to get going. I'd recommend you use what works best, you may want a system that takes into account the weight of objects so that larger objects are only slightly heaved forwards, almost dropping at the player's toes. If you wanted that you'd possibly use Impulse force mode.

In case you've not come across it at the bottom of this link you'll see the force descriptions:

I regularly have to re-check it.

Playmaker Help / Re: AI Issue
« on: March 20, 2018, 05:52:17 AM »
Sounds a good start to me.

You could have one array for each npc game object, then you could have a bool array that reflects the employment status of each npc using the same indexes as the game object array.

Id be tempted to experiment with an array on each building too that stores the npc index numbers from the main employee array, so locating your workers would be something simple like checking the index numbers on file, 0,7,16,18,24, if you wanted to look at the fourth one for example, you could then query the main npc object array, asking it to get game object at index 18, store it as the current npc of interest, then say get position of current npc of interest, you can then move the camera to that location and expect to see them.

So yes I think you're starting in a good position, it should provide a good foundation.

Playmaker Help / Re: Tutorial 02 Animation Not Showing Up
« on: March 19, 2018, 02:30:42 PM »
I seem to remember following a youtube tutorial when I began using Playmaker that used the animation component, if I recall correctly though it turned out to be an obsolete way of doing things, it wouldn't play ball for me either, I think. I started using the animator component instead.

Playmaker Help / Re: playmaker not displaying FSM's
« on: March 19, 2018, 02:26:05 PM »
Have you possibly clicked the lock button at the top of the Playmaker editor?

Playmaker Help / Re: Add force to parented object only on one axis
« on: March 18, 2018, 05:51:27 AM »
One way you could do this would be to use "Transform Direction" to convert your player look direction to world space, then use "Vector 3 Multiply" to setup the power of the throw and finally use "Add Force" to propel the object.

I've attached an image for reference, in which "cube (6)" was the child object being thrown.

In your case you probably want to unparent the object just before throwing by using "set parent" and setting it to none.

Hope that helps!

Playmaker Help / Re: Import issue
« on: March 15, 2018, 04:17:28 AM »
Not sure how this would be any different to a normal import but you could also try going to "C:\Users\accountName\AppData\Roaming\Unity\Asset Store-5.x\Hutong Games LLC\Editor ExtensionsVisual Scripting" and importing it manually by running the Playmaker package from there (with your project already open and running).

Playmaker Help / Re: Import issue
« on: March 15, 2018, 03:24:02 AM »
I've not had that problem before, though if I were you I'd re-download the Playmaker package and if that doesn't help re-install Unity.

Playmaker Help / Re: How to make a turn system similar to FF?
« on: March 10, 2018, 04:47:50 AM »
For a linear order it would be fairly straight forward. Game starts, set turn int to 1. when turn is complete add 1 to the turn int, when the next turn is setting up check which number it is to allow the correct player to take control, if the number is larger than the amount of players then reset to 1.

If you wanted non linear ordering you would probably add the player numbers to an array at the beginning of a cycle in an order that complies with your requirements, then keep getting the next one of the array for each turn, once you reach the end you restart your procedure.

The difference between our examples are the third action within the mesh swap state, so in mine "set object value" was used to set the value of a local variable made simply to hold that information for the 4th action "set property". If you do it exactly as I did does it work for you?

I think your "set object value" should be preparing the "mesh" variable instead of "ChildMesh".

Playmaker Help / Re: BoxCast Help I cant MAke it Work
« on: March 08, 2018, 03:51:58 AM »
I had similar issues with SphereCast, it didn't present a visual debug like raycast does, I ended up attaching a couple of actual spheres at the origin and end points so I could get my head round it.

In terms of it not actually hitting anything, as a guess I'd take a close look at your direction, distance and layer mask values.

Hey Simon, a screenshot may show something that may have been missed or incompatible, go for it.

Playmaker Help / Re: Raycast and collider questions
« on: February 28, 2018, 04:34:33 PM »
You can use a child as the "from Game Object" parameter, this works quite nicely if you are prototyping and need to iterate visually.

Pages: [1] 2 3 ... 6