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Messages - greg

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User Showcase / Re: Dark Dungons of Doom
« on: August 06, 2013, 06:36:22 PM »
I like your simple characters. Could you talk a bit about your workflow/process on those?

I'm making a top down shooter right now, have you played loaded?

Action Requests / Wheel Collider Access
« on: May 23, 2013, 01:55:41 PM »
Hey, i want to set the "sideways stiffness factor" of some wheel colliders within playmaker. This is so i can skid the car when they hold brake, for sliding around corners.

When i use get/set property, it comes up with motorTorque and stuff, but no stiffness factor...

Any Ideas? Thanks guys

PlayMaker Help / draw ammo on screen
« on: May 17, 2013, 12:09:50 PM »
I want to draw bullet images on screen for each bullet the player has.

I think i need to loop through the ammo count and for each bullet add a "draw gui texture", incrementing the position as well (so the bullets are drawn in a line).. not sure how to go about this in playmaker.

PlayMaker Help / Re: climbing
« on: April 29, 2013, 02:19:15 PM »
If he doesn't need to climb around corners i would swap the axis in controller move to YZ as long as he is touching a wall.

PlayMaker Help / Re: Ease Colour, Time.
« on: April 29, 2013, 02:14:53 PM »
maybe look into lerp, and set color?

PlayMaker Help / Re: Smashing into loop limit
« on: April 29, 2013, 02:13:28 PM »
Store KeyDown as boolean
convert bool to float : 10 or 0 (add amount)
add "add amount" every frame
clamp "acceleration" between 0 - 50
multiply acceleration by 0.9 (deceleration) every frame

Might not help you, but this is how i handle acceleration within a single state.

PlayMaker Help / moving folders
« on: April 29, 2013, 09:02:46 AM »
my project  is starting to get a lot of folders for things like Astar, playmaker, photon.. just wondering if i make a folder in project view "general" and dump everything in there, will it all still work properly?


Action Requests / Re: Set all children's colliders IsTrigger
« on: April 13, 2013, 05:07:04 PM »
If i have to do mass changes like this i get the objects in an arrayMaker array (search the forums), then use "get next" to loop through all the gameObjects and apply the changes.

PlayMaker Help / Re: Custom Action - OverlapSphere
« on: April 11, 2013, 08:30:43 AM »
Thanks for this jean, just came in very handy. Should be part of the default actions, as well as arrayMaker in my opinion.

PlayMaker Help / Re: FPS Aiming
« on: April 08, 2013, 08:03:34 AM »
Mhh why you don't like my solution?
It's efficient and very quick to set up.
Just asking.

Other way seems more precise and less bug prone. Feels like "the right tool for the job".

"World to Screen Space" and "is visible" are both tools provided by Unity as well.

PlayMaker Help / Re: FPS Aiming
« on: April 07, 2013, 04:54:57 PM »
Stupid solution I would make as a noob: I would place a long box in front of camera (or the shooting weapon) and make it a trigger.
When the player fires, it checks if any enemy is in the trigger area.
This way you can easily control the "quantity" of autoaim to give the player.
Very easy, very quick. Probably a horrible solution.

haha, not a bad solution, just a bit hacky!

Is checking "game object is visible" for each enemy, every frame, a smart solution. And if they are visible, getting their WorldToScreenSpace to check for autoAiming?

Not sure how "is visible" works, or how performance heavy it is.

Action Requests / Re: Rain AI (INDIE)
« on: April 07, 2013, 04:39:14 PM »
+1, I think pathfinding is something that is really necessary for projects that are striving to be entirely driven by playmaker actions. RAIN seems to be a good solution, it's even free. It would be really nice to get official actions for any of the 3rd party pathfinding solutions since they are all basically fairly priced and some free.

The NavMesh solution is Pro-Only so that definitely limits a portion of the user base and it could potentially provide a huge range a functionality for more dynamic gameplay, so many different things can use pathfinding other than unit AI.

Haven't checked out Rain, but theres pathfinding for playmaker, thanks to Sven (kikiki) check out the "new actions" forum. Theres also a basic AI tutorial on enemy awareness, thanks to Red which is on youtube. Once you have a look at those two, enemy AI should be a lot smoother for you :)

PlayMaker Help / FPS Aiming
« on: April 07, 2013, 04:24:28 PM »
Thinking of having no crosshair in my FPS like in Quake/Doom.
Aiming would need to be really forgiving for this (slight auto-aim)
I'm thinking sphere casting, is there an action for this.

EDIT: maybe something to do with getting WorldToScreenPoint: if dude is close to centre of screen, aim invisible crosshair on him (if more than 1, aim at one who is nearest to screen centre), then ScreenPick which would cast a ray at that dude.

But would this mean using WorldToScreenPoint on every enemy, every frame. Is this expensive, any ideas to optimise?

Cheers guys!

Share New Actions / Re: A* pathfinding (stable 0v81)
« on: April 05, 2013, 08:47:20 AM »
Thanks for answering my questions, i had a little play around:
(run around with arrow keys)

If you see the attached image, i had to use two grid graphs where the bridge goes over the main level because height testing would leave a gap under there otherwise. Is there a smarter solution to this? Also, i manually joined the graphs together with a bunch of connections.. is there a way to join several grid graphs if the nodes are a certain distance apart?

I sent you a PM too, thankyou so much for all the help!

PlayMaker Help / Re: Jet Pack! Lost, and in need of guidance!
« on: April 05, 2013, 07:24:41 AM »
Moving a player usually is: get axis vector, which returns a vector3 for movement direction based on input, and then you apply that movement each frame with "controller move".

For a jetpack you'd want to manipulate the Y value of that vector3, using vector3 set XYZ, before applying it (before your controller move code).

Take the beginner playmaker tutorials if you don't understand this^

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