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Topics - Kubold

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Action Requests / Raycast with store Hit Point every frame
« on: November 17, 2012, 01:15:53 PM »
Hey, what about this Raycast with storing the Hit Piont right away, every frame? Get Raycast Info doesnt do the trick, since it's just once and gets whatever raycast on scene. I'm trying to do an "invert mouse pick" in TPP game.

Cursor will be actually going in the proper direction. I'm Getting the local XYZ of the object that follows cursor. Then, I'm multiplying Y by -1, and Setting the position of the other Object to XYZ. So far works great, looks like invert mouse. The second Object will raycast every frame... and I need to be able to get hit point every frame, to move the Crosshair to that point. Strange request, but there are still people who like their cursor going up, when they move the mouse down... (but only in game! Menus should be normal)

Actually... Invert mouse option in Mouse Pick action would be even better for this case. :) But still, I'll probably need what I wrote above at some point, to do other things with raycasts, like spawn decals or something.


Playmaker Help / Angle to Target (enemy always facing the player)
« on: July 09, 2012, 07:20:17 AM »

In sidescrolling platform game, I want to make the enemy play 'turning in place 180deg' animation, whenever the player is behind it. I figured I'll use Get Angle to Target.

The problem is that something doesn't work or I got something wrong. The float Angle2Player is always 0, and doesn't change at all during gameplay, regardless of where the Player is (in front or behind the enemy that has this script). Did I do something wrong or is it a bug?

See attached image.

Action Requests / Translate object to target with choosing axis
« on: July 08, 2012, 11:16:14 AM »
I would gladly see something like Move to Target, but you should be able to pick certain axis. Right now you can only turn off vertical i think.
It should work like this script:

transform.position.z = Mathf.Lerp(transform.position.z, target.position.z, 0.5);
transform.position.y = Mathf.Lerp(transform.position.y, target.position.y, 0.5);

Basic use would be doing a camera follow a character in 2D sidescroller for example, but only in certain axis, with slight delay, without rotation.

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