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Messages - Grendal

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1
Take a look at my simple AI tutorial/kit. It will do what you are asking and much more. You can always cut out what you don't need or add to it as you like.

During its idle loop it will make a mob/object wander randomly at whatever speed you specify (or random speed) for a given time, or distance depending on your settings in the opening blocks. It could easily be modified so that it would stop upon a trigger (as in area boundary object) as well. It also has a patrolling part you can activate that looks for waypoints.   

http://hutonggames.com/playmakerforum/index.php?PHPSESSID=c4e5bbc12a9c7f12b45cdc82ff5d3906&topic=12870.0

2
Your public folder links will show a Dropbox 404 error if clicked on. Supposedly you can regenerate new links inside the folder and replace your old ones but I wasn't able to get it to work so I just went with my One drive.

3
I have moved the download links from Dropbox to One-drive due to recent Dropbox changes. 

4
Thanks guys! Glad someone has seen its value, even if just as a learning tool. :)

5
EasyMobs download:
https://1drv.ms/u/s!ApREGYJdm9zRgQGHSJ5yGcqsqEDk

PDF Setup Manual (also inside package itself):
https://1drv.ms/b/s!ApREGYJdm9zRgQDQ9P1d9jQupBpl

I have decided that I have no desire to take my Easy Mobs fsm kit any further.
As it stands its as feature complete as I wanted it to be and works well.

I have not brought it up to the latest versions, but I have imported it in the current Unity build and experienced no problems.

What is it?

Easy Mobs is 2 simply complex fsms that allow you to pretty much drop in basic AI to mobs. It comes with a detailed .pdf manual (and 2 youtube videos) explaining how to use it and is VERY commented internally.

Overview and Use tutorial:
https://www.youtube.com/watch?v=4f1j6UEG-2c

Tutorial on setup your imported model:
https://www.youtube.com/watch?v=h4FbKSq-kjA


The mobs can be set to do any of the following in what is called an "idle loop". Play idles anim, special idle adds (like scratch, yawn, etc), turn random dir, walk/run/special move for whatever distance, get bored and seek out behavior nodes to interact with (eat bodies, play long anims like dance ect., loot chests.. etc) all the while reacting to player based on its combat state... run away, challenge then attack if player stays, and of course engage immediately.

You can also integrate tasks into the loop to make mobs that will perform certain tasks for specified periods before idling if wanted; included are patrol 4 points (easily extended), mine a node till 10 resource then drop off at storage node, and plant tree/mines randomly while wandering.

The mob will take damage when attacked utilizing the Combat fsm which allows for tons of damage variations including damage-over-time.

I enjoyed working on this and hope someone gets some use out of it! It should be very easily extendable with minimal skill once you see what it is doing in the loop.

Please comment here if you find it useful and feel free to give me credit if you use it commercially (but not required). If goes without saying not to commercialize it into a Playmaker kit using my work... I will know.

If you have problems you can ask here but I do not plan to spent a lot of time supporting this project.

Thanks!
Chris Infinger

6
PlayMaker Help / Re: Math problem
« on: September 28, 2015, 04:13:33 AM »
It works when I divide by 1000  (ie. 37/1000 = .037).
The issue with this is it creates a negative value in debug view.. not sure why since it works fine on my calculator.



EDIT:
Ok.. I must have been really tired last night. Got up today and figured it out pretty quick. It was 100.. duh and I was way over thinking my process. I was trying to subtract my damage value from my scale and then scaling.. when all I needed to do was grab the damage value and divide its value by 100 and then simply display as the new scale... /shrug
It works as intended now!

7
PlayMaker Help / Math problem [SOLVED]
« on: September 28, 2015, 01:29:26 AM »
I am using a hit-bar made from an elongated cube primitive over my enemy.

My problem is this: Unity 3d objects only have a scale value and so you can't simply set length to 100 to match your hitpoints and reduce by variable subtract like you can in 2d. So I set my scale to 1 which looks about right and reduce it in float increments to 0.0 and it works great. However, my damage and hitpoints are still based on 100s system 0-100. I can't seem to wrap my math-poor brain around how to convert say 57 incoming damage into .057 float value using Playmaker actions.

8
PlayMaker Help / Re: Basic FSM question
« on: September 24, 2015, 03:11:51 PM »
Just be careful using lock, make sure to unlock before working on other things or the editor may forget all your value changes. Many others and myself have experienced this tiny reported bug.

9
PlayMaker Help / Re: Variable lock?
« on: September 15, 2015, 01:57:41 AM »
I went ahead with the variable toggle route.

I still think a variable data lock would save several states in these situations.

10
PlayMaker Help / Variable lock?
« on: September 13, 2015, 11:48:58 AM »
OK here is what I am trying to do:

I have an AI entity that detects a player tagged object and makes a beeline for it.
I have a timer that makes AI entity stop chasing if the player decides to run away (and is faster) its a simple wait time transition if attack state hasn't transitioned in time allotted. What I would like to do is have the AI Entity go back to its starting location. It would be fairly simple to grab the starting vec3 and store it and use it to re position.. IF my combat system wasn't a constant running loop. In my system the set variable may update numerous times if the player and AI battle, run, battle, run.. etc.

Now I know I could make another variable and use it to let vec3 storing state to know if its safe to overwrite or not but this would be so much simpler if you could lock/unlock a variable via an action. This would allow me to simply lock the vec3 value at state exit and unlock it after combat ends or timer expires.

Anyone know of such a thing in Playmaker without having to write my own?

I will gladly accept completely new ideas on how to do this as well. :)

11
Have you looked at this.. http://hutonggames.com/playmakerforum/index.php?topic=1143.0 to see if it might allow you to work around.

12
PlayMaker Help / Re: Ground Stomp
« on: September 08, 2015, 07:18:29 AM »
/hacks

Try "shooting" a meshless gameobject with no collider on it downward from your character when you press the groundpound button then have your character follow it down at whatever speed you like.. the character will collide with ground and you can destroy the followed object.

13
PlayMaker Help / Re: Global transitions
« on: September 08, 2015, 05:22:10 AM »
The problem for most people when it comes to global transitions I believe is in the wording of the action "Send Event".
I think many people, like myself, first begin using it thinking it is actually sending an event and begin working from the sending FSM... however, its actually a "Sent TO Event" and sends a call to an event in the targeted FSM.

14
PlayMaker Help / Re: Walking through walks
« on: September 06, 2015, 09:17:59 PM »
Do you have a character controller component on your "player?

15
PlayMaker Help / Re: [Question] How would one go about?
« on: August 31, 2015, 08:37:54 PM »
The simplest way would be increment the skill variable by 1 each click using Int Add action then use Int Compare right after it in sequenced actions and have it fire off whatever your completed transition is. You could limit how fast the player clicked by using a very small wait at end of sequence and transitioning through a state that sets a canClick variable to true. You set this to NO at very start of sequence when tallying click # and parse through it before accepting click transition to sequenced tally clicks action state.

I would have a bar gui object that sets it length based on the skill variable each pass...

 

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