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Messages - marvoc

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1
Playmaker Help / Re: attack range (circle) - use only part of it
« on: May 06, 2019, 12:53:09 AM »
Hi all,
 so first I was thinnking use dot product + Get A Cosine to get correct angles. But before to do this, I tried "Get Angle To Target" as djaydino recommended. And I think is the same, so cool its working nicely everything within one node! :)
Thanks

2
Playmaker Help / Re: attack range (circle) - use only part of it
« on: May 02, 2019, 01:32:41 PM »
I thought about it and maybe if I know rotation of that direction vector (V1 to V2) I could get what I want.
Is there way how to get it?

3
Playmaker Help / Re: attack range (circle) - use only part of it
« on: May 02, 2019, 07:42:08 AM »
Hi thanks,
 yes I could use this "Get distance". But this isnt main issue ;)
About that midpoint I can compare if V2 is below x (horizontal line), but spider can rotate so whole cutting plane is rotated too. As shown on the picture.
Or I misunderstand :)
And I can not use triggers.


Picture:
So in this case enemy(V1) shouldnt attack player (V2).

4
Hi again ;)
Im trying to resolve this problem:
I have an enemy (V1) and player (V2) vectors. I subtract them and get that line between. Then Im using "Get Vector Length" to get its length. And checking when enemy is near to the player by float value of length. This script is attached on enemy, so he has somehow range of attack. When player comes near, enemy attacks.
If you imagine enemy eg. as spider.
On the picture spider head is facing down. Should attack only what he see and this is the reason why I want make detection circle only by half (so red part shouldnt be taken, because of his back).
And of course enemy can rotate, so even this red area should rotate too, depend on its front (head).

Any tips? ;)
thanks

Martin

5
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 24, 2019, 01:17:41 AM »
Hi Jean, im only bumping :)
And thanks for Playmaker its amazing!!! :)

6
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 15, 2019, 11:09:41 AM »
Hi Jean,
 Im bumping this thread as you said, Im still interested :)

Martin

7
Playmaker Help / Re: Object moving on fixed height of Raycast vector
« on: April 10, 2019, 01:46:30 PM »
So it is working :) thanks

8
Playmaker Help / Re: Object moving on fixed height of Raycast vector
« on: April 09, 2019, 05:11:52 AM »
ooohhh It should work! thanks Ive already had something like this thanks for flight level of the planes ;) but with different shape.
it is a cool idea! Ill tell you if it is working or not.

martin

9
Hi all :)
I have one specific problem.
As you can see on picture Im raycasting from camera to player unit (blue hexagon) and then it continues.
Id like to have a sphere (red circles, there are two of them as to be 2 examples) which will move with vector.

This could be done (I suppouse) when Ill take direction vector somewhere on that raycast, lerp it and set it as position for the sphere.
First time I through Ill use 50% lenght of raycast between terrain and camera, but it will not work. Height is different in each position.

But I need to have sphere on exact height. Let say 30m from world origin. Never will go +/- Y. But should move in X and Z.

Why Im using raycast from camera through model? Because Im using air and groud units and from player point of view (is it shoot em up game) is this solutinon more precise then to have only colliders. Then is different angle when is it on bottom or on top of the screen.

10
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 05, 2019, 03:56:27 AM »
Ok thanks, Ill try what you wrote. Yes for now is enough.
Ill bump this post, as you said :) because to get this ClampRotaion funcionality will be amazing and with a lot of possible usages.

11
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 04, 2019, 12:49:01 PM »
Hi Jean,
 thanks for your work :)
So I tried and I have some results.
1) it seems that there is an issue in term of "ball going back", and this doesn't happend before. Value for rotation is -45 / 45.

https://drive.google.com/open?id=1EMIT8EAwcCT-5BftwLySPQKuPVjAPlRx

2) If I put, for example, -130 / 130 (imagine that I'd like to use this function for a tank turret) and maybe this plugin isn't for this usage...

https://drive.google.com/open?id=1Z1EiDtGU9tAygG6D0myPqWgai4l3UJuT

    a) It seems that I can't go more then -90 (if 0 is on top, in term of video orientation) but +130 degree limit is working fine.
    b) When I'm on back side of the "camera" and then see me again, the ball is going immediately with shorter way to my cube. But it's going on back side.

I think that this is really crazy example :) But because name of this function is Clamp Rotation (doesn't say anything that it could work only +/- 90 degree) I tested too.

12
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 03, 2019, 04:12:38 AM »
Hi thanks for your reply.
For test I have this verions:
- Unity 2018.2.8f1
- Playmaker 1.9.0.p4 (but I reported it from version p6)

So I made new project, installed version of Playmaker above, open you scene and run it.
Still I have the same result. If I put there +/- 70, for example, rotation goes on  back side too.

May I help you with something? ;)

[EDIT] I've tried with last p14 version and is still the same.

13
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: March 27, 2019, 12:44:56 PM »
Hello,
 so I used your cool script and its working perfectly. But there is a problem. Maybe you mention here but is there any way how to reslove it?

Problem is that go over +/- 60 degree isnt working. Then Target goes behind Camera.. so Im not sure what to do it I need more angle :)

Here is a short video:

https://drive.google.com/open?id=1z04Wo9ymwIZjJ3O4tW4Ef3rJmn1GvIm7

14
Playmaker Help / Re: Only load game object once then destroy?
« on: March 10, 2019, 05:38:21 AM »
So here it is:
All this FSM is attached to one specific button. In this example, when you want to buy a tank01.
Node blue "Button", there is nothing, is activating only when you Click on it.
Hope, is it helpful ;)

15
Ha sorry, I downloaded an example from this thread and now I understand correctly. That Key isnt by itself a variable to me. But variable is a Key -> value within it.
:)

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