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Messages - Nietzsche

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PlayMaker Help / Re: Healthbar hovering over unit
« on: September 15, 2019, 04:14:46 AM »
I tried that out, but unsing a slider instead of the text as a healthbar didn't work.

PlayMaker Help / Re: units attack each other / strategy game [SOLVED]
« on: September 07, 2019, 03:04:44 PM »
so far I only found: "array list cast overlap sphere" and I am not really sure how to use it, since I have never worked with array lists so far.

PlayMaker Help / Re: Adding and subtracting damage between units
« on: September 07, 2019, 03:00:53 PM »
thanks, that threat helped me a lot.

PlayMaker Help / Adding and subtracting damage between units [SOLVED]
« on: September 06, 2019, 06:00:25 PM »
I asked a few days ago, about how you could create two units shooting oneanother in a strategygame, and while all my questions came to a satisfying conclusion, I am now stuck with annother question:

If ship A shoots at ship B and does 30 Damage out of 100 health, how do I get my fsm's to make this? So far I tried to do it by event, which works fine if you only have one or two diffrent damage values, what I want to know is, how I can comunicate exact values between two fsm's.

It is for a 3d strategy game, and I would like every unit to have a dedicated fsm for their health and not use global variables for health.

PlayMaker Help / Healthbar hovering over unit
« on: September 06, 2019, 05:53:04 PM »
Hello, I have a question regarding healthbars, while so far I created healthbars with sliders integrated in the UI, I now want to have the healthbars hovering over the units they belong to. It is for a 3D game, and I would be curious, if that is possible by using playmaker.

PlayMaker Help / Re: units attack each other / strategy game [SOLVED]
« on: September 06, 2019, 04:18:50 PM »
thank you for the long answer, but do you maybe know a way to scan 360° with a raycast?

PlayMaker Help / Re: klicking through UI
« on: September 03, 2019, 03:24:56 PM »
hello, thank you for the suggestion, could you please explain this for me further:

Once you have your CanvasGroup Component on your GameObject, you can control it using the actions:


we also have a proxy component called PlayMakerCanvasRaycastFilterProxy

That you control via the action UiCanvasEnableRaycast

Can you please tell me how to use the proxy, and what I do next after asigning "CanvasGroup Component" to my components.

Thanks already

PlayMaker Help / Re: state not in fsm
« on: September 03, 2019, 10:59:11 AM »
thank you

PlayMaker Help / klicking through UI
« on: September 03, 2019, 10:58:42 AM »
 I have another problem with clicking and detecting objects on the screen. My problem is that whenever I click on a UI-element all fsm's that use a mouse-pick detect what object is beneath the button. How cna I prevent this, as they don't seem to detect any button.

I googled my problem, and yes the buttons are selected as raycast targets, while the only other solution I seemd to find included coding in c++ at the event-manager.

Thank you for your help

PlayMaker Help / Re: units attack each other / strategy game
« on: September 03, 2019, 10:55:05 AM »
wow, thanks again for the long answer, and this is pretty much how I ,figuered it out it would have to work.

I have not worked that much with arrays and layers so far, but I will try to learn more about it, since this seems to be the easiest way to implement all this.

PlayMaker Help / Re: units attack each other / strategy game
« on: September 02, 2019, 07:35:22 AM »
There's more than one way to skin a cat. The method you choose will largely depend on other factors in your game. For example you may create an object which moves towards the target, and registers when it hits, or you could use Ray Cast which is instant, OR maybe no real 'firing' at all. I mean, do you even need a 'real' projectile? You said it hits 100% chance right? Well, maybe don't even 'shoot' anything at all. Simply update the health information when the right time comes, and then pair it with some animations / objects / particles. The objects or particles created don't even have to register the hit. If it's just a muzzle flash for example, just do that while doing an Int Add or what ever that updates the health.

This is how I planned to do it, with some well timed animations, I also found a way to make a players unit attack an enemy in a predefined range.

But I also want to make a small computer-controlled enemy, and here I thought I will detect the player by using a sphere collider. But my problem is that if I give the enemy a sphere that is big enough to cover the range of the unit, then it blocks all my mouseclicks. Is there a way around this?

Thank you for the long and detailed answer I really aprechiate it.

PlayMaker Help / Re: click specific object?
« on: September 02, 2019, 07:29:46 AM »
thanks for you help guys. I got my problem solved

PlayMaker Help / Re: units attack each other / strategy game
« on: September 02, 2019, 12:49:38 AM »
sure, sorry for not breaking it down earlier.

- line of sight should not affect the shooting
- units have a fixed range
- hitting should be a %-chance (dependend on precision, unit movement, etc.)

Thank you for your suggestion, in the meanwhile I already solved how to do the shooting at oneanother.

PlayMaker Help / Re: click specific object?
« on: September 01, 2019, 04:07:35 PM »
I am sorry, but I don't really understand how this action works. What exactly triggers it? And if it is triggered anytime I press a ui button, then I will end up with the same problem.

more specificly: can I safely trigger only one button with an playmaker action by clicking on it, or is that achievable with "UI Trigger event"

PlayMaker Help / Re: click specific object?
« on: September 01, 2019, 08:21:05 AM »
jo, I watched all of that rts series, and while it was certainly helpfull, it still doesn't solve my button pressing issue.

Same question, do I need to add some kind of physical layer to the buttons?
Or could it be better to not use playmaker for the ui but normal scripting?

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