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Topics - santelia

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Action Requests / Hotween actions needed
« on: September 04, 2012, 06:46:38 AM »
Hi Jean and Alex,
did I loose anything or the Hotween actions set is still pending?
As you probably know, Hotween is very helpful in managing smooth movements along curves, while itween does its best on straight paths.
So, will a Hotween actions set will be available very soon? It would be of great help for many situations.
Thank you and bye.

PlayMaker Help / [SOLVED] correct way to draw text over a GUI area
« on: August 08, 2012, 11:36:27 AM »
I'm getting a bad headache trying to find how to draw a text (the value of a string variable) over a certain position of my GUI at the bottom of the screen.

I have a GUI Manager FSM that draws all the GUI elements of that area, in the correct sequence. To show the values of the many RTS variables (you know, money, iron, etc) I am using a "GUI Layout Begin Area" action to set the perfect position of my text box, then a "GUI Layout Box" with the text set to a global string variable, and finally a "GUI Layout End Area" to end.

The value of the variable appears correctly. But, both if I don't set any image (set to "none") and if I set a full transparent one, I always get a rounded semiopaque rectangle around my text (sounds like a system box...), of course with the dimensions set for the GUI layout box.

Now, how can I get my text without any visible (system) box? Is that one, perhaps, a style component that is set somewhere else? (...and my poor knowledge isn't yet aware of...)? In such case, how can I toggle it off either to set it the way I need? Of course, all my GUI graphic components are already drawn on the screen (previously in the same GUI Manager FSM), including the proper decorated area for that text.

I have to admit that I found myself rather lazy...
The solution was as simple as to properly set a GUI skin and then recall it with a "Set GUI Skin" action before the others.

PlayMaker Help / Custom action for substance CPU use
« on: July 25, 2012, 03:10:07 AM »
@ Jean
As you can read here, the substance engine by default uses only one core to generate outputs when needed. And you have to call a proper instruction to set the usage to All cores. Given that we can build a custom action for that, do you have any suggestion on using such a statement, I mean both in terms of action structure in playMaker and of Unity workflow? About the last one, can a playMaker FSM actually be excuted BEFORE the engine substance generation starts? Or we risk the FSM to be executed after the engine has already generated the substances?

PlayMaker Help / challenging collision problem
« on: July 20, 2012, 02:59:51 AM »
I'm facing a little challenge with one of the situations in a RTS project.
The player - among other things - can move long ships. Given a target, they start moving, and if the target is not on the bow direction (straight forward), during their way to the target they follow an arc and rotate on their Y axis. It's a little more complex, but let's make it easy. Now, during the rotation it's possible that part of the ship (e.g. the stern, or the side) collides against something in the scene (a coast, a dock, another ship, etc).
When the ship is moving straight forward, it would be easy to stop her if an obstacle was near her bow. And then use some kind of pathfinding. But when we talk about the stern moving along an arc, as a consequence of the changing bow direction, really it's a completely different kettle of fish.
Not to risk too complex behaviors, the ships simply don't have any rigidbody. And they're obviously made of many parts (including ones with independent behaviors like gun towers). And the moving routines act on their root.
Any idea on how to manage such situations?
Jean, any caffeine for my brain a little asleep ?  ;)

PlayMaker Help / tutorials for ArrayMaker?
« on: July 20, 2012, 01:17:44 AM »
Is there any?

PlayMaker Help / best way to activate explosion effects?
« on: July 17, 2012, 02:43:04 AM »
Say we have to shoot with a big artillery. But it's the same for hit explosions etc.
For the big fire shot effect (or for the explosion), would you create a gameobject using a prefab which is an empty gameobject with a shuriken component (and when effect is finished, autodestroy itself), or would you rather have that gameobject always on the scene and at the time needed you set it active, and after the effect end you set it inactive again? Or, any other better third way to use it?

As in subject: best way to avoid obstacles in RTS games with Unity and PlayMaker?
Not so useful the navigation meshes, because lot of obstacles are built during the game (buildings) or are moving units (ships, vehicles, peasants, etc).
Hope many of you will share their thoughts and experiences.
Thank you, mates.

Action Requests / TargetPro integration!!!
« on: July 13, 2012, 05:36:13 AM »
I've taken a look at TargetPro from Path-o-logical, and have to say that it would be a very great improvement if playMaker could integrate with it. So, all my encouragement for a future (hope not so far  ;) ) integration between playMaker and targetPro. It's absolutely worth the effort. Thank you in advance...!

PlayMaker Help / trigger enter in RTS with no rigidbody
« on: July 12, 2012, 08:34:27 AM »
I'm facing a problem.
I need to detect a trigger enter where the owner of the trigger (a boat with a trigger sphere collider and some usual mesh colliders) has no rigidbody. The goal is to detect enemies, that too have no rigidbody and have an enemy layer and  an enemy tag. It might be the easiest task of the universe, but it doesn works. When an enemy object enters the trigger, simply the start state doesn't passes the "TRIGGER ENTER" event to the second state.
Any idea?

PlayMaker Help / help with custom action for ship route
« on: July 11, 2012, 04:02:07 AM »
Here's our first try to create a custom action.
Created with custom action tool, assigned to Math category, then filled with the code in MonoDevelop and saved.
But when finally we put it in a state, it shows up completely empty  :(
Surely we forgot something...
Any help, including process?

Here is the code

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

[Tooltip("gets point along a circle for naval route purposes")]
public class FloatCircleCalculate : FsmStateAction
// distance from target point
public FsmFloat distanzaPuntoTarget;

// target point

public FsmVector3 posizionePuntoTarget;

// ship point

public FsmVector3 posizioneNave;

// angle between ship and X

public FsmFloat angoloNaveSuX;

// angle between ship and target point

public FsmFloat angoloNaveSuTarget;

// temporary point of route

public FsmVector3 puntoDiRotta;

// check box for every frame

public bool everyFrame;

// Code that runs on entering the state.
public override void OnEnter()
if (angoloNaveSuTarget.Value != 0) {
puntoDiRotta.Value.x = posizioneNave.Value.x+distanzaPuntoTarget.Value*Mathf.Cos(angoloNaveSuX.Value*Mathf.PI/180);
puntoDiRotta.Value.z = posizioneNave.Value.z+distanzaPuntoTarget.Value*Mathf.Sin(angoloNaveSuX.Value*Mathf.PI/180);

if (!everyFrame)


// Code that runs every frame.
public override void OnUpdate()
if (angoloNaveSuTarget.Value != 0) {
puntoDiRotta.Value.x = posizioneNave.Value.x+distanzaPuntoTarget.Value*Mathf.Cos(angoloNaveSuX.Value*Mathf.PI/180);
puntoDiRotta.Value.z = posizioneNave.Value.z+distanzaPuntoTarget.Value*Mathf.Sin(angoloNaveSuX.Value*Mathf.PI/180);



PlayMaker Help / Sine and cosine?
« on: July 11, 2012, 01:38:38 AM »
Any idea on how to use playMaker to compute typical geometric/trigonometric operations?
It's useful, not to say indispensable, in many route cases.
E.g., when you have to compute things
Code: [Select]
like position.x + (sine(playerAngle) * speed * deltaTime or any other computation where a position along a circle is involved.
Any help?

Action Requests / speed changing from float interpolation
« on: July 08, 2012, 07:11:08 AM »
It would be nice if we could set speed using the output of a "float interpolate" action, with an "every frame" option. I mean in the same way as we already can set a scale using a value resulting from "vector3 interpolate".
As it happens in my case, it could be useful for managing movements of objects that need to accelerate, then move constantly toward a certain point, then brake when arrived at a certain distance. Or simply accelerate/brake.
Is there any workaround for that? I mean yet available?

I have to manage the movement of an object (a boat) towards a target position. Since the constrain is the speed and not the time, and the target position can be very far away, I cannot use iTween actions (none of them) because with long distances they use too much space (and an incredible amount of time) for the easing (both in and out), resulting in an absolutely non realistic behavior.
So I'm trying to solve the problem by using a float interpolate for the speed of the acceleration (let's say 2 seconds), then a fixed speed for the rest of the movement minus 2 seconds (some math to obtain that), and then again a float interpolate for the braking speed.
If it were e. g. a scale factor instead of a speed factor (I mean for the acceleration and the braking), I could use a "Set Scale" action with "every frame" checked. But since it's a Move action, I cannot find how to set a variable speed referring to the float being interpolated.
Maybe I'm really blind and a proper action is already there, ready to be used. But I'm not been able to find it. Or maybe a rather simple solution can be build just passing around the obstacle.
Any help?

PlayMaker Help / RTS camera rotation
« on: July 04, 2012, 07:58:42 AM »
I have to find out a reliable and smooth way to rotate the camera of a typical RTS game.
Zoom and fw-bw-left-right already run: using getAxis Mouse ScrollWheel for the first, and get key down with the four arrows for the rest.
But as far as the camera rotation is concerned, I'm facing a more challenging problem.
The best user interaction would be to get when mousewheel/mouse-centerbutton is pressed, and from then (while it's still pressed) rotate the camera Y axis (world) accordingly with mouse movement (delta right and delta left) until mousewheel/mouse-centerbutton is released.
Any help for that is surely VERY VERY MUCH appreciated ;-)

General Discussion / pay for 1.4 upgrade?
« on: July 02, 2012, 08:53:59 AM »
I already bought playMaker weeks ago at full price. It was version 1.3.2.
Now I see in asset store v 1.4 available, but also when I'm logged in it shows the price instead of the "download" text in the get button. Do I really have to pay to upgrade from 1.3.2 to 1.4???
I know PM it's on madness sale for now, but nevertheless I think it's not right to pay again.
Any thought or suggestion?

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