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Messages - LordHorusNL

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61
Playmaker Help / Re: Where are NavMesh actions?
« on: July 18, 2017, 02:36:00 PM »
Are you sure you downloaded the package for unity 5.0? the pathfinding package from the ecosystem does indeed include the "Nav Mesh Sample Position" action.

I would think the package from the site would be the same.

62
Playmaker Help / Re: Possible to end a wait early?
« on: July 13, 2017, 02:28:13 PM »
Just make the wait time a variable and set it to zero when the player enters the trigger and then the wait action will just trigger right away, this way you can also lengthen the time if you want.

You will probably have to send the new variable amount from another fsm using set fsm float.

63
Playmaker Help / Re: Tracking multiple objects within a FOV
« on: July 09, 2017, 02:37:56 PM »
I figured the system out and it was working fine, however the lack of an adjustable FOV cone turned out to be to much of a hassle. So i ended up purchasing the sensor asset.

The Tag system does not seem to work for me, so i'll contact the seller but overall it's pretty good so far.

Quick question about something else, the "Set Animator Look At" action, does this only work when running from a FSM on the object with the animator component?

64
Playmaker Help / Re: Tracking multiple objects within a FOV
« on: July 08, 2017, 10:43:24 AM »
Yep watched all the tutorials, i'm was hoping to not have to use a loop to keep checking the objects, however i now see that checking at intervals will be necessary.

I had all that working already, it was just the multiple target thing i had a problem with.

Thanks for the tips, i'll see if i can integrate it into my system, and if not i'll have to purchase the asset you recommended.

65
Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: July 08, 2017, 08:59:53 AM »
I don't really need the visual element of these actions, just the ability to detect when objects enter/leave the FOV.

But having any action updated would be nice offcourse and if you see a quick fix then please do.

I'll move to Playmaker Help for now.

66
Playmaker Help / Re: Tracking multiple objects within a FOV
« on: July 08, 2017, 08:47:32 AM »
The Sensor Toolkit does look like it has most of the functionality that i need and i might need to consider it, however i'm going broke buying all the stuff unity seems to lack :P

If i may ask,how dit you approach this issue in your own playmaker project using FSM's?


67
Playmaker Help / Tracking multiple objects within a FOV
« on: July 08, 2017, 08:18:26 AM »
Hey guys, so i'm workig on a AI system for my game and i'm trying to figure out the best way to check if other NPC's are within a certain field of view.

Tracking one object is simple offcourse, however i need to check the angle/visibility of multiple objects from an array list to see if they move in/out of the FOV.

This array list is populated with objects that are in close proximity to the NPC doing the checking, so this list changes depending on the objects in range.

So i never know how many items are in the array at any given time.

Any ideas on how to best approach this?

68
Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: July 08, 2017, 08:09:56 AM »
Nobody has any interest in updating these actions then?

A shame, i've been trying to figure out a good way to track visibility on multiple targets within a field of view simultaneously.

69
Playmaker Help / Re: Get Action Event?[SOLVED]
« on: June 30, 2017, 07:54:02 AM »
Thanks that would be a bit easier!

If you're going to put it on the ecosystem, it might be a good idea to make the same action for floats also.

Edit: your action still flips the bool back to false like the normal bool changed, mine keeps the value so you can loop back and check for other bool changed events.

Example loop


70
Playmaker Help / Re: Get Action Event?[SOLVED]
« on: June 29, 2017, 04:19:24 PM »
I have it set up now so that you can have multiple of these actions in the same state and if one of them changes you can continue, extract the name of the action that triggered the transition and loop back to start checking for a bool change again without the bool being reset.

I have one FSM that holds all my variables, and with this i can change any bool and through a loop the FSM sends the info to other FSM's. So i only need to set variables on one FSM during runtime.

Don't know if that makes sense :P But it works for me.

71
Playmaker Help / Re: Get Action Event?
« on: June 29, 2017, 09:27:08 AM »
Ok so i changed the action you made to ouput a string instead of a int, this works great.

However i just noticed that when using multiple bool changed events in one state, only the last action actually saves the "Store Result" (bool)

The actions above it do not seem to store the result (same for normal bool changed action btw)

Does anybody know how i could get around this?



Edit

Never mind i adjusted the action so i can run multiple versions in the same state.

Problem solved

72
Official Action Updates / Re: Pathfinding Actions Beta
« on: June 29, 2017, 04:41:30 AM »
Thanks Jean, i thought i was loosing my mind not being able to fin them ;D

73
Playmaker Help / Re: PlayerPrefs alternative?
« on: June 27, 2017, 09:37:59 AM »
Easy Save would probably by your best alternative if you need to save a lot of variables.

But offcourse it's a paid asset.

74
Playmaker Help / Re: Get Action Event?
« on: June 27, 2017, 07:14:12 AM »
This is just what i need, you are a life saver!

Thank you so much

75
Official Action Updates / Re: Pathfinding Actions Beta
« on: June 27, 2017, 07:07:21 AM »
No, when using the "Nav Mesh Calculate Path" action, you need to define a layer mask for the pathfinding!

The "passable mask" field in this case.

Should the pathfinder package not include a custom playmaker editor for defining this mask?

In the folder Pathfinding/NavMesh/Editor, there are 3 custom editor files, should these not get exposed in the playmaker dropdown menu?

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