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Messages - 600

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31
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« on: December 03, 2017, 05:32:01 AM »
TheDogCatcher, djaydino, clandestine - thank you for the votes and support!

Those roads look really nice, I'm considering getting EasyRoads3D pro, it's just the price that is putting me off really.

I tried the free version but it was very limited and awkward to use, I assume the full version will be easier to use and more polished.

I gave you a vote btw. :)
EasyRoads3D free pack is version 2. But the paid ER version is 3rd and have lots more features and is better in general. I recommend it, if it meets your project needs.
For this last map, 6th attempt, I stopped using it. All road network is made in Blender because of technical requirements for my AI and maintaining the map for years. Previous maps some had EasyRoads as is in the scene, some I exported as .obj and edited in Blender when started to mess with AI. Lots of things changing over time so now I decided to manually align terrain.

32
Playmaker Help / Re: add force isn't doing what i want
« on: December 02, 2017, 08:35:54 AM »
In Add Force you need to set Vector or axis which one you want, like Z as forward. Put a value there.

33
Playmaker Help / Re: Good way to follow object?
« on: December 02, 2017, 08:29:36 AM »
Damp as djaydino mentioned,
or also can try Float Lerp and Vector3 Lerp.

34
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« on: December 02, 2017, 08:13:57 AM »


Vote for Flashing Lights at indieDB, no registration needed ;D

Link >>> http://www.indiedb.com/games/flashing-lights-police-fire-ems

Thank you!

35
Playmaker Help / Re: Missing Action (Agent Stop)
« on: November 28, 2017, 02:04:35 AM »
There are different Pathfinding packages for each Unity version, in the newest there is no Stop Agent, but instead Set Agent Is Stopped, so you set true to stop and false to resume.
Packages here:
https://hutonggames.fogbugz.com/default.asp?W1174

36
User Showcase / Re: [-30% SALE] Modular Traffic [Asset]
« on: November 27, 2017, 03:14:28 AM »
Modular Traffic for PlayMaker part of the Mega Sale!
30% off!


37
User Showcase / Re: [-30% SALE] Car Setup for PlayMaker [Asset]
« on: November 27, 2017, 03:11:47 AM »
Car Setup For PlayMaker included in the Mega Sale!
30% off!


38
Playmaker Help / Re: Why does my raycast not work?
« on: November 26, 2017, 08:14:02 AM »
Set Direction values 0-1
Like forward is x0, y0, z1

39
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« on: November 24, 2017, 01:33:44 PM »
Hi,
Time to share some screenshots of new open world for Early Access next year. Still work in progress and will get expanded and added more islands in time. Currently the land part is 3,5km x 3,5km.
So finally it will be without borders. Can’t wait to tackle water system that will disable and sink vehicles, perhaps simple swimming for characters also.









> Link to Steam page <




40
Work In Progress... / Re: Erebus : Shmup
« on: November 24, 2017, 12:28:30 PM »
I use PoolManager, it has Playmaker support too.
Very easy setup, in this link I have posted an image in replies:
http://hutonggames.com/playmakerforum/index.php?topic=9080.msg43344#msg43344

With this setup all you have to change are Create actions to Spawn and Destroy to De-spawn. The performance difference usually is huge if you spawn/despawn relatively often.

41
User Showcase / Re: Brick Breaker Intergalactic!
« on: November 23, 2017, 07:27:00 PM »
Real cool!

42
General Discussion / Re: PlayMaker Chatroom
« on: November 20, 2017, 09:03:53 AM »
Yes,
links not working?

43
There is official Discord for some time already ;)
http://hutonggames.com/playmakerforum/index.php?topic=9805.0

44
Playmaker Help / Re: Colliders problem
« on: November 06, 2017, 04:36:30 AM »
Forgot to mention, that I asked a programmer to do Trigger scripts to check if it's Playmaker related and the results was the same, so it must be Unity bug or parent limitation.

45
Playmaker Help / Re: Colliders problem
« on: November 06, 2017, 04:26:28 AM »
Try taking triggers out and make them follow with Get/Set Position as the original parent.
This also fixed one of my trigger logics and making it separate with another FSM with position everyframe did not impact performance.

I think it would be reasonable to check this to exclude or confirm the layer+collider+parent bug and if it is not the case, perhaps something with the logic with states.

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