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Messages - cardo

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PlayMaker Help / Re: Raycast passing through object
« on: April 26, 2020, 07:54:43 AM »
I’m just trying to find some tutorials on layer masks and actually found some of your posts on here from 2017 djaydino  :D

So would I set up an enemy layer and geometry layer? Something like that? I don’t want the ray war to completely ignore the scenery etc. I’m guessing that if I just had it detecting enemy on a layer I’d be able to shoot through walls?

PlayMaker Help / Re: Raycast passing through object
« on: April 26, 2020, 01:54:26 AM »
Thanks djaydino, I’ll try changing the repeat interval.

Currently when I fire I can already see the yellow debug ray going through the enemy capsule, so I assumed that it’s not getting caught on the player and is correctly going towards the enemy.

I haven’t tried any breakpoints because it does correctly cycle through each state, but it has a tendency to get back into the idle state and is unshootable.

I can’t see why the idle state would make the enemy invulnerable and seem to think that raycasts are only hitting the enemy when he’s at a certain rotation towards the player perhaps?

The enemy would become vulnerable again when he sees me and starts moving again, but again I’m not sure if it’s the state he’s in or his rotation.

PlayMaker Help / Re: Raycast passing through object
« on: April 25, 2020, 02:59:27 AM »
So at this point the enemy has moved about and been damaged a couple of times, and now in this position I'm not able to hit the enemy at all no matter how much I fire at it.

I've highlighted the enemy's AI state where he's currently looking for the player in case this has something to do with the player raycast not being able to hit it? It doesn't seem as though the enemy raycast is hitting the player capsule either for some reason otherwise it would be moving towards the player.

PlayMaker Help / Raycast passing through object
« on: April 25, 2020, 02:03:18 AM »
Hi all,

I have a really basic setup with a player character that will shoot a raycast from the camera when mouse1 is pressed. When the raycast hits an enemy capsule it sends an event to the enemy to subtract 1 from its health.

The issue is that the raycast seems to only hit the enemy capsule a small percentage of the time and will happily pass through the object other times when looking at the raycast debug line.

Is this a known issue? I've searched various forums for the answer but assuming it's something simple I've missed in my setup below. Any help would be appreciated!

PlayMaker Help / Re: Animating view bob and weapon sway
« on: October 12, 2019, 01:27:12 PM »
You could animate the camera with an animation controller, and mechanim states.

Thanks! That was going to be my initial go to, but thought there might be easier way without creating canned animations?

Maybe lerping between 2 variables using a playmaker action? I’m just not sure how to set it up.

PlayMaker Help / Animating view bob and weapon sway
« on: October 09, 2019, 12:01:54 PM »
Hi all,

Looking for a simple way to animate a simple weapon sway and view bob using Playmaker, but am pretty stumped with where to begin! Unsure if this should be an animation that is triggered to move the weapon back and forth when the player moves, or if there’s a quicker way to add a curve to move the weapon instead

I’m not sure what the normal way of doing this kind of movement is within unity or whether a spring arm can do this instead?

Any ideas are very welcome!  :D

General Discussion / Re: Why itween remove from playmaker?
« on: October 10, 2018, 05:24:37 AM »
What kind of issues were you having with itween? I used it quite a bit with Playmaker and had some problems with adding/subtracting variables for movement distance but it was more than likely me doing it wrong! :)

I’ll check out hotween/ dotween. How are the 2 related btw? Are they different tween addons?

General Discussion / Re: Why itween remove from playmaker?
« on: October 10, 2018, 01:27:56 AM »
Sorry for the bump on this thread Jean, but are you saying there’s going to be some official playmaker tween function in the next release?

I have some movements that I was using itween for before, but would use the new tween functions if they’re coming before I get too deep in development.


PlayMaker Help / Weapon sway
« on: January 16, 2018, 07:09:11 AM »
Hi all,

So I'm looking to add a weapon to a first person character I have set up already. It will be parented to my player capsule, which I also have the camera attached to. What I'm looking to achieve is to have some lag with the weapon so there is a slight delay when I turn and it catches up to simulate arm/weapon sway.

Any ideas the best way to do this?

Thanks in advance!

PlayMaker Help / Re: itween actions for door movement
« on: January 25, 2017, 02:41:34 PM »
Sorry to bump this thread but thought it relevant and easier than posting a new one as it is door related still..

Right. so I've got a second door that opens via a button that you can hover over (material changes) and use once in range.

My issue is that I've used a 'trigger exit' event to go back to the original state once the player has moved away - except it doesn't seem to fire and I can't tell why? The door just remains open and it stays in the 'Door open' state.

Is it possibly to do with only using a trigger exit with no trigger enter event? Or do I need to link the transition event to the specific trigger volume I'm using?

Sure it's something simple I'm missing again! :)

PlayMaker Help / Re: itween actions for door movement
« on: January 08, 2017, 12:52:16 PM »
Sorted out the origin coords for parent and child objects and they seem to be working with the trigger method now! Had a couple of other issues with getting stuck in the doorway but that was probuilder related.

Had a look at the action you used and realised it's a custom one you had created after a little googling ;) Looks like a good action to have in the arsenal though!

Thanks for all the help terri, sure I'll be back in here pretty soon with more queries!

PlayMaker Help / Re: itween actions for door movement
« on: January 08, 2017, 11:39:25 AM »
Ah terri that looks perfect! Thanks for the example.

As a playmaker newbie I didn't realise there was even an action to compare distance of something and trigger and action based on it.. hence me using triggers for everything.

Funnily enough I've tried to mimic what you created but using my trigger volume but the door still flies off as the game starts.. My setup uses an FSM on the trigger volume, but I'm now using an empty game object (DOOR_PARENT) like you have, and offsetting the door position from it - or attempting to. Is it likely not working for me because of the world position of my DOOR_PARENT and door? Should they both be 0,0,0 or something? I'm not overly familiar with how Unity prefers things to be setup. Image of mine below..

Knowing now that I don't need to bother with triggers for this at all makes things a lot easier and will drastically reduce the amount of world objects I'll likely need!

PlayMaker Help / Re: itween actions for door movement
« on: January 08, 2017, 05:11:34 AM »
Hi terri, yeah I actually tried that last night and created an object in the same size and location as the door to be used as an offset but got an even stranger behaviour as the door initially opened correctly, and then moved backwards partly, not returning to its original location.

Might have a play around with the path movement, or just set up waypoints again for it to move to or I'll have to just set it up as an animation as djaydino suggested as not getting far with this way  :)

PlayMaker Help / Re: itween actions for door movement
« on: January 07, 2017, 04:29:23 PM »
It is the simplest thing!
There has to be some detail that is being overlooked.

Did you remove the gameobject from the transform position like I mentioned earlier?

I agree with djaydino that other options are better, but this totally works if setup right.

Oh I don't doubt that there's something I've overlooked and it is a simple thing, but just can't figure out a decent solution :) As mentioned, I've had it working, but not a fool proof door that I can't 'break' by messing about in the trigger with.

As for the gameobject in the transform position field - I was only using this because the tooltip on the vector position field says the below..

When I remove this I'm sure I get it flying off to world coords 0,0,0 instead of an offset of itself.

PlayMaker Help / Re: itween actions for door movement
« on: January 06, 2017, 04:20:17 PM »
Checked I was using all the right actions (both MoveTo). I'd copied the action from one state to the other so they were identical apart from the movement vectors. Also tried setting up the closed state as 0,0,0 but as suspected it moved to 0,0,0 from it's new position, so didn't actually go anywhere! :(

As mentioned, thought this would be one of the simplest things I could do in Playmaker but is causing me no end of grief! If you've got any other suggestions on how to achieve it please let me know - appreciating the assistance!

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