playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - hoyoyo80

Pages: [1] 2 3 4
1
Playmaker Help / Character Controller Asset that work well with PM
« on: May 16, 2019, 09:03:49 PM »
Hi all ;D

Im thinking to upgrade to unity 2018, but character motor script that i currently use only work in 2017.

Any character controller asset that you can recommend that work well with Unity 2018 and PM?

Thanks

2
Playmaker Help / Re: What all can you do with PlayMaker?
« on: May 15, 2019, 05:22:07 PM »
Never felt game programming is so fun. It is just converting step by step pseudocode with PM action.

Thanks PM. BTW now im on a serious project whilst learning unity and PM, and manage to almost complete prototype of the first level:)

3
Playmaker Help / Re: Other actions for Cinemachine?[SOLVED]
« on: April 16, 2019, 05:27:36 PM »
ok thanks:) ive tried to upgrade to 2018 and yes, i saw those addtional action not listed in 2017 ;D

But too bad, charactermotor script dont work in 2018.Ive look around standard character controller in 2018 but the way it work require me to edited most of my character controller.

I stick with 2017 and edited simple script(found on net) and set the noise(amplitude and frequency) to shake the camera. Thanks:)

4
Playmaker Help / Other actions for Cinemachine?[SOLVED]
« on: April 12, 2019, 01:17:28 AM »
Hi all, ive downloaded the action from Ecosystem for Cinemachine, but there are some update remark for the items needed by the Ecosystem and there only few setting action for the cinemachine, to be precise im looking to manipulte Noise option(for camera shake)

Any idea?Im using Unity 2017 25f BTW.Thanks

5
Playmaker Help / Re: Cinemachine camera reposition with PM
« on: April 09, 2019, 08:24:59 PM »
Thanks for the reply 8)

I manage to do what i want but it look jumpy or sudden change :P

What i do incase someone search for the solution.

1.create empty and make it a child of the player, positon somewhere closer to the initial camera position.
2.in FSM, wait for key, deactivate the camera, get position of the empty, set position of the camera, activate it back.
(ive learn u cannot change position or rotation of the camera by action while its active)

I thought of having 2 camera and switch between em to have a smooth transition. Anyone have other method?

Thanks

6
Playmaker Help / Cinemachine camera reposition with PM
« on: April 08, 2019, 07:31:15 PM »
Hi all 8)

Im trying cinemachine to track my player that is kind of like 3rd platformer(Super Mario 64) view.

In Cinemachine,i use Simple Follow With World Up mode and work just like i wanted. In this mode,when the player move toward the camera, the camera will not rotate an this is fine for me.But i want to use a button that when pressed will reposition itself behind the player again.

How can i achieve this. Thanks:)


7
Playmaker Help / Re: How to achieve AOE attack?
« on: April 04, 2019, 08:53:00 AM »
The array suggestion really help to sort out the problem.

Now my setup is:
1.Using List Object Insider Collider(ArrayMaker/List)
2.Iterate the list, process and remove

Now, AOE work.Thanks:)

8
Playmaker Help / Re: How to achieve AOE attack?
« on: April 04, 2019, 12:10:16 AM »
Thanks for the reply.


I have no problem hitting One Enemy, but how about detecting multiple of enemies at that current attack?

Thanks

9
Playmaker Help / How to achieve AOE attack?
« on: April 03, 2019, 09:40:19 PM »
Hi all,

Im trying to implement an AOE attack with weapon for multiple enemies.
My setup:
1.Set a Box shape trigger parent to player and place in front of player.
2.When player attack, trigger action will detect any enemy within the box trigger.
3.Send event to enemy to deduct their health.

With this setup, i successfully hit the enemy but only one of them. ive learned that the trigger will trigger one object once.How to detect multiple enemies then?

Thanks

10
Playmaker Help / Re: Addforce in the direction of player?
« on: March 03, 2019, 12:27:27 AM »
trying to implement this but fail still there is knockback altho in wrong direction.

1.Upon hit a spawn an object
2.Make the object face the player
3.Apply force

Ok at 3.Apply force, i do have the vector of the spawned object, do i put this as At Position Or At Vector slot under the addforce action?

Thanks

11
Playmaker Help / Re: Addforce in the direction of player?
« on: March 01, 2019, 08:24:44 PM »
Thats it...make sense really well.I try that and report.

12
Playmaker Help / Re: Custom health bar?[SOLVED]
« on: February 28, 2019, 01:04:10 AM »
@jean, can i have the source please:) Thanks

13
Playmaker Help / Addforce in the direction of player?
« on: February 28, 2019, 12:21:47 AM »
Hi all,

I would love to implement knock back in my game where the player hit the foe and knock them in the direction of the player.I manage to push the foe away using addforce but stuck on how to get the move in the direction of player.

I look into "get forward direction" in ecosystem and transform direction in the PM action but clueless on to use it.

Can somebody help me.Thanks

14
Playmaker Help / Re: AI(navmesh agent) flee from player
« on: February 24, 2019, 08:49:38 PM »
Manage to do it.. I just raycast the wall and random rotate more than 45 degres and continue move away from player position.

I hope there is a neat solution for this but for my game this is suffice.

Thanks for viewing.

15
Playmaker Help / AI(navmesh agent) flee from player
« on: February 24, 2019, 05:59:54 AM »
Hi all,


Im implementing an enemy type that will flee from player when player too close to them using navmesh.

For now, im multiplying player position vector3 with -1 on Z-axis. It works and the enemy move away from player direction but the problem now is, when i chase them to end/edge of navmesh they keep on trying to go to that direction.

Any help?

Thanks

Pages: [1] 2 3 4