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Messages - antibob

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1
Playmaker Tutorials / Re: Enemy AI Target Awareness
« on: April 07, 2017, 08:30:29 AM »
Sounds great!

Email sent...

2
Playmaker Tutorials / Re: Enemy AI Target Awareness
« on: April 06, 2017, 02:32:27 PM »
Thanks, Jean.
I'd be happy to share the demo scene.

I'm on Twitter @BillsClass

Djaydino,
Thanks for adding. I'd rate difficulty at 2-3.



3
Playmaker Tutorials / Enemy AI Target Awareness
« on: April 05, 2017, 11:28:48 AM »
I posted some Screencasts covering basic AI using Playmaker. The series of screencasts covers the basics of range/proximity awareness, field of view and line-of-sight which is used to establish if an enemy is aware/unaware of a target. Enemy navigates a Navmesh accordingly.


You can find the Playlist here: https://www.youtube.com/watch?v=nsbczU2b4EM&list=PLBQfYlRgnInUHdRSYKbq87iwV-LA-0JJy

4
Are you using Physics to launch the projectile or Transform.Translate?

Just as Lacju mentioned, spawn a projectile at a spawn point (Empty Game Object) that is a child of the ship, then translate, addForce or setVelocity in the "forward" direction the projectile. Just be sure to use "self space" and not "world space" when translating or adding force to the projectile if using a "forward" direction.

Alternatively, you can use the "Transform Direction" of the ship and use it to direct the projectile based on a vector3. Set the "Location Direction" Y:1 (if Y is "forward direction").

-ab

5
Share New Actions / Re: Smooth Look At 2D (bugfix)
« on: April 06, 2016, 04:23:25 PM »
Awesome, thanks MaDDox!
Just what I was looking for...

6
Pre-release Discussion / 1.8 Beta & Unity 5.3.2 on Mac "Move Object" Action
« on: February 11, 2016, 03:48:16 PM »
Hello Everyone,

I'm having trouble with the new Move Object action. It does not want to move a game object. I have a very simple set up with an FSM on the owner and set the destination object and no go.

iTween Move to works fine in the same FSM with the same references.

Any ideas? Anyone else experiencing the same issue?

Thanks,
-AB

7
Playmaker Help / Re: 2d platform question
« on: July 26, 2015, 06:33:28 PM »
You could test the Y position of the player and if Y is greater than the platform, collider is turned on. This may get tricky if Physics based enemies are patrolling on the same platform.

There is probably a more appropriate way to handle it, but that's how I would start.

Looking forward to hearing other solutions.

-ab

8
Playmaker Help / Re: [Need help Asap] Disable Player Control
« on: July 26, 2015, 11:00:45 AM »
Make two different states, one with controls and one without.
Trigger the off/on state as needed. You can have other FSMs trigger the states if you use global events with the "send event" action.

Attached is an example ss.

9
Playmaker Help / Re: Flipping the characters? 2D
« on: December 01, 2014, 08:40:26 PM »
Try using "look at" or "smooth look at" action and use the click location as the target.

-ab

10
Playmaker Help / General Question: Get FSM Variable vs Global Variable
« on: March 26, 2014, 01:39:48 PM »
What is the benefit of using Get/Set FSM Variable vs using a Global Variable?

I've been using Global Variables to manage player stats such as Health and Points.
Just wondering about best practice.

Thanks,
AB

11
Playmaker Help / GraphView: Turn off Auto Frame[SOLVED]
« on: March 20, 2014, 09:33:46 AM »
Hello Everyone,

Is there a way to turn off the "auto frame" feature in the Graphview when running the game? My state graphs always end up cropped and I don't want to change focus from the Game window to PlayMaker Graphview editor.

Thanks,
AB

12
Playmaker Help / Issues with Add Explosion Force.
« on: March 10, 2014, 10:35:21 AM »
I am having some issues with the Add Explosion Force.
I have the Add Explosion Force action attached to a state on an object with a Rigid Body. I have several object surrounding the Game Object with Explosion but can seem to get the explosion force to effect anything other than the object that the action is attached to. I tried all variations of force mode along with different parameters in the force, radius upward modifier, etc...

Are there any known issues with the Add Explosion Force Action?

Any insight would be appreciate.

Thanks,
AB

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