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Messages - Wolfride

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Playmaker Help / Re: Follow player position (with array)
« on: May 25, 2018, 04:38:34 AM »
My 'simple but might work' thought is have two global transitions. One when a key is up (player isn't putting input to move) and another when input is received. Without input/movement have the drones stop. When the player inputs to move (button/key/joystick), fire a global transition to move the drones again. The second drone just follows the first drone instead of the player. Just get position of whatever it is following every frame, or do a 'get position', move to position (itween), on finish, check input/no input. If no input, go to a state that waits for the global transition. If still input, get position.

So the drones will stop the moment the player stops and move the moment the player moves. If they move the same speed as the player, they won't 'catch' the player theoretically?

No array required.

Edit: You could also make an empty game object as a child of the player, or a cube with a collider and no mesh renderer, and use it's transform as a target to keep the drones farther away.

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Playmaker Help / Re: How to take an in game picture?
« on: May 22, 2018, 12:30:57 AM »
Thank you SO much. What a breather, I was pretty stumped and looking at asset store things that -might- do it but is sort of undescribed. All hail Playmaker!

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Playmaker Help / How to take an in game picture?[SOLVED]
« on: May 21, 2018, 11:24:42 PM »
I have an in game camera that is supposed to take pictures that the player can look at later in game. All the resources I can find are for screenshots for desktop/android/so on.

I've tried using a render texture camera but no luck. Anyone know how to do this?

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I use icecream screen recorder to take screenshots covering both the Unity interface and in game aspects.

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Action Requests / More raycasts like sphere and box.
« on: May 20, 2018, 08:09:44 PM »
Got stomped and lost hours of work being a weak programmer trying to get a boxcastall raycast to work through playmaker. Can the box and sphere types for single and arrays of objects/distances PLEASE be added to the base Playmaker? (Or at least Ecosystem. :D )

There is no boxcastall on the ecosystem and no matter how many times I try to convert boxcast to gather arrays, I just can't.

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Playmaker Help / Re: Simple Enemy AI
« on: May 20, 2018, 06:45:25 PM »
This might give you the combinations you're looking for: EDIT- many ai packs are out of date now, check the feedback section.https://assetstore.unity.com/packages/tools/ai/easy-ai-for-playmaker-64781

A way that might work:
Parent a second collider to the enemy, make it as big as the range you want it to 'see' other enemies. Make it a trigger. When it collides with a friend/foe link it to a GLOBAL TRANSITION (so it will immediately stop what it is doing and do that instead) that checks what kind of enemy/friend entered its range via the tag of the collider. From here you can tell it what to do, and keep checking conditions to see if it is done doing it. Then return it to the state where it was going to a location.

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Playmaker Help / Re: Path Finding Issues
« on: May 20, 2018, 04:25:20 PM »
If dynamic baking doesn't solve it, you could also tag the colliders of your walls/problem objects and parent a second, bigger collider to your NPCs. Make it a trigger. Because it is bigger than the physics collider, it will fire before contact with problem objects and only look for those.

With this there is a number of things you could do in order to get your characters back on track, most involving rerouting with raycasting. But it's a start if you just can't use the obvious solution linked above. :)

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Playmaker Help / Re: Animator + Spinning out of control!
« on: May 20, 2018, 04:07:05 PM »
The offset you're seeing from the center of the object indicates incorrect model/set up settings more than a playmaker issue. Try using a premade third person controller or doing a simple forward/turn and see if you have problems before getting more advanced.

In your project files, click on the model. Go to the 'rig' tab in the inspector. Double check the animation type is correct. Possibly regenerate the avatar in this panel via avatar definition, and if you're using root motion look into the root node option.

Try toggling rootmotion off.

Also the scale factor in the Model panel can cause models to misbehave depending on how they were exported. For example in Makehuman, if you change export to meters and scale the model at all, you'll get the same thing that is happening to your robot. In makehuman the export must be set to decimeters and imported to unity with no scaling for a correct result.

So if you scaled your model in Unity, that can cause this if the bones aren't scaling well. Edit: Or the program is exporting an incorrect scale. But fixing it in the program is better than trying to do it Unity, due to the bones.

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This might seem too obvious but sometimes those errors appear in non custom things when trying to do global transitions. Have you tried opening a new scene and giving it another shot, or make a new game object set and try connecting it again?

Make the event you plan to make global and THEN try to connect it, see if that helps.

Sorry it's not great help, I'm just a customer. lol But say I set up a global transition for awsd; I've had the error fire on D while the rest were fine, as example.

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Playmaker Help / Boxcastall - Please?
« on: May 20, 2018, 03:49:07 PM »
Edit 2: I actually ended up hiring someone to fix it. We've gotten the boxcastall to WORK but it wont return distances. Raycastall requires a second action, get raycast all info to collect distances to array. That same process is not quite working with boxcastall but bedtime had called and we'll keep working at it. Then the custom action(s) will be available for others! :D

Edit: Been trying to script this myself for the past hours since posting. Help would really be appreciated, I can't move forward.

There is no box cast all in ecosystem, only the standard boxcast. I tried every raycast type available, but the others don't save distances/objects to arrays.

While there is a wonderful box cast in the ecosystem, it doesn't save to arrays and only gathers the first object hit. I just can't seem to script it to work.

Help is sorely appreciated. There are no scripting examples in the Unity Documentation or specific youtube videos for it that I can find.

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Playmaker Help / Re: Spawn Hitbox to Trigger Attack Collision
« on: May 20, 2018, 03:46:20 PM »
If there is no actual physics involved, and you have set animations for what happens when hit, you can have multiple colliders parented to the object in motion. Then use a trigger collider that fires the FSM for changing the animations. You can also apply physics in the same state if you wish for them.

Edit: You would want a global transition from that trigger hitting a tagged non trigger collider on the opponent. That way it goes STRAIGHT to that FSM.

At least it's one way of doing it.

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