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Messages - foxdeltagames

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Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 02, 2015, 10:49:33 AM »
For the"Set Enemy FOV 3D", by any chance can you add a tag target option for that action? everything works fine with that action, but no way to tell the action what game object to look for without having to actually drop the game object in target option. I do have a few different game objects that are NOT named the same, but uses the same tag, so it will make it really hard to use this action, even more some of the game objects are prefabs that are loaded in via when the game loads and are not in the scene.

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 02, 2015, 09:13:27 AM »
The "Set Enemy FOV 3D" doesnt have a tag option for the target, only a game object option for the target.

Also the dynamic 3D and the gizmo for that works, but for some reason it doesn't point in the same direction the parent game object is pointing too.

Action Requests / Nav Mesh. Random location.
« on: November 21, 2015, 10:55:08 PM »
Hey guys, is there a way to make an action for a nav mesh agent to get a random location on nv mesh? The action can have options that lets you set a radius on how far the agent can pick the random location, and also store the random location in a vector 3 variable.

Thanks guys.

Share New Actions / Re: Play audio advance
« on: November 12, 2015, 07:12:57 AM »
 Are One Shot sou ds actual game objects that get created with nust that one sound that gets played?

If so let me ask you this. is there a way to add an option to the action that lets you set the tag of that one shot sound game object? If so, it can be useful for game that the AI needs to detect sound. i.e. the one shot sound is created, the AI finds the object by its tag, get the distance, if the distance is close enough it then "hears" the sound. See what i getting at?i think it will be a neat feature if possible to add.

Action Requests / Re: Limit Look at Rotation
« on: November 12, 2015, 07:05:15 AM »
Just giving it a little bump

Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: November 05, 2015, 06:23:20 PM »
I need a bit of help. I bought your plug in, but I am not sure I am doing it right. I did the quick simple save and load section of your documentation, but when I run the "Copy Globals To Pool" I get an error which is pasted below.

Now for the FSM set I have set up is simple. I just made one FSM with the starting State having the A key to send the event to the other State which have the "Copy Pool To Globals", and the S key which send the event to an other state which have the "Copy Globals To Pool"

Am I doing something wrong? I looked and all my Global Variables are supported.

I also linked a few gayzo screen shots.

HutongGames.PlayMaker.Actions.SSBase.GameObjectToPool (HutongGames.PlayMaker.FsmGameObject fsmGameObject, System.String key, Boolean isGlobal) (at Assets/Smooth Save for PlayMaker/Scripts/Actions/SSBase.cs:244)
HutongGames.PlayMaker.Actions.SSBase.DoVariableAction (VariableAction variableAction, HutongGames.PlayMaker.NamedVariable fsmVariable, System.String key, Nullable`1 isGlobal) (at Assets/Smooth Save for PlayMaker/Scripts/Actions/SSBase.cs:79)
HutongGames.PlayMaker.Actions.SSBase.DoBatchVariableAction (HutongGames.PlayMaker.FsmVariables fsmVariables, VariableAction variableAction, System.String filter, FsmVariableType fsmVariableType) (at Assets/Smooth Save for PlayMaker/Scripts/Actions/SSBase.cs:181)
HutongGames.PlayMaker.Actions.SSSaveAll.OnEnter () (at Assets/Smooth Save for PlayMaker/Scripts/Actions/SSSaveAll.cs:22)
HutongGames.PlayMaker.Actions.CopyGlobalsToPool.OnEnter () (at Assets/Smooth Save for PlayMaker/Scripts/Actions/CopyGlobalsToPool.cs:23)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

Just to follow up. I am actually using  windows for my project. In windows the LT and RT are actually 0 to1. Unlike Mac its -1 to 1. So its eaier to program LT and RT in windows platform.

Also i manage to program the whole 360 controller for my project and everything works great.

Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: October 26, 2015, 10:01:31 AM »
Sweet. So does this save and load let me save all my global varibles and load them up when I need to? Also it will tell me where the data is saved, or let me pick where to save the data? Im excited for this asset cant wait to get it

Share New Actions / Re: Get Terrain Texture Name At Game Object Position
« on: October 26, 2015, 09:51:22 AM »
Will this only work on terrains, or this can be used with any object like custom made floor object?

Its kinda stupid on how they setup the controller. I kinda understand why they set the triggers to start at 0, but really they could have done something to make life easy by doing the following:

A. a option to toggle the triggers to be axis triggers, button triggers, or pressure sensitive triggers.

B. A option to actually start at -1 or 0. Heck a quick script that sets the triggers back to -1. When the level or game starts

C. Actually expain this in the Unity manual, because I dont think I really read anything about this.

Thanks a ton for this post. When i get home from work ill try this out and set 0.1 as the event to send, and see if it actually fires my weapon.

So the triggers starts at 0, but when pressed it no longer will stop at 0 but actually start from -1 and go to 1, then when the trigger is let go; it goes down back to -1.

Now for my game i think this will be easy. All i have to do is anything greater than, lets say 0.1 fire weapon, then anything less than 0.1 stop firing. Is this correct?

Reason im asking becuase i beem trying to make the triggers work as button for a long time. Now with your post i think i can finally use the triggers as buttons.

So in other words, to make the trigger buttons to work. 0 on the trigger axis means its inactive, but for example to fire a weapon tell playmaker to detect 1 on the axis that the trigger is on, that should allow you to fire your weapon. untill you let go of the trigger and go back to 0 on the axis, and that will stop that fore action.

Playmaker Tutorials / Re: Quick AI Pathfinding
« on: September 12, 2015, 02:57:07 PM »
Where can I get the 'set agent destinaton' playmaker key ?

Download the navigation addon for playmaker. Its located in the playmaker wiki in the addon section.

Playmaker Tutorials / Quick AI Pathfinding
« on: August 07, 2015, 07:45:52 PM »
Hey guys.

I made a quick video for a friend, but I want to share it with everyone else as well. In this video; I will show you how to quickly set up pathfinding/ AI to make an object move to the player using the Unity NavMesh Playmaker Actions.

please note there are a tiny bit of spelling errors in the video.

again this is a quick video to quickly set things up for a simple AI, so knowledge on how to use Unity is must.

I will make a full vocal video explaining each step later on when I have time.


General Discussion / Re: hi i am new to playmaker hmmm
« on: July 12, 2015, 10:48:28 PM »
A game takes as long as it takes to make reguard less of what you use to program it. Playmaker actually is just a proxy to actually writing scripts in C#.

Playmaker really woulnt be hard to explain to someone if they have some knowledge with playmaker, or yourself explain what the FSM is doing.

If you want to see what team made a game in playmaker then go look at user showcase section of the forums. Almost anything can be done playmaker, you just have to put in the time to learn it. Just becuase it is easier  to use to program, does not mean magic will happen in the first few minutes of using  it.

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