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Messages - Bipolar

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PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 13, 2018, 02:43:24 PM »
I'm making this right now.
I 've created a green area of 300x300 and a tile of 10x10 units.
I renamed this FoundationMarker and I set as child of it 4 empty GO for each edge.

Right? Just one gameobject with inside 4 child?

Or You mean creating 900 FoundationMarker with their EdgeMarker?

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 13, 2018, 08:11:04 AM »
Anyway I should explain me better.

The game map is not big: the buildable area is only 1/9 of the map and it's in the center zone of the little city.

The other part of the city is a pre-edited in a 3D program.

So ONLY the center is buidable (it's an empty terrain), Moreover is grid-snap based, so it's not possible place where you want, as I saied above.

the system is similiar to this
but with cost in $ of each part of the structure to build.

I prefer don't use stuff from asset store, the reason is I am afraid they cannot be controlled completely by Playmaker (or it's possible?).

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 01:43:24 PM »
I just don't know which actions I need to build.
The snap now works, but which action I need to Draw?

I 've understood playmaker's logic, just need more actions knowledge and practice with them. :)

Anyway only ambient is 3D, the other stuff is only 2D as you can see here:

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 11:50:59 AM »
I'm back.
Im sorry to spam questions here, is there some tutorial for it?
I've actually problems to create an object based on the rounded variables.
There's a portion of map which is not editable.
I don't know what's better: creating a clone of the same object reapeated for each snapped ordx and ordy or just scale it on the previous ones.

Moreover the dragged area should work like an autotile.

(Hope I'm undestandable)

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 10:47:42 AM »
Really helpful! Thanks.

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 09:25:21 AM »
This question is extremely broad. Though I can suggest something that may start you off in a viable direction.

I'd start by using "get mouse button down" in one state, then in the next state I'd grab the position of the cursor (one of the "mouse pick" actions could do it) and round each vector to a whole number (you may want to use one of the vector XYZ actions that allow you to break up a vector into a series of floats, then use "float round to nearest" on each value). I'd then use "get mouse button up" and once again in the following state grab the position of the cursor and round each vector again.

You've then got 2 opposing corners of a rectangle to lay out your rooms. From there you'll need to work out how you'll place your rooms within that rectangle.

As I said though there are many ways to accomplish this effect, this is one way that is fairly straight forward in Playmaker.

Mmh... And to adding the 3D subtractive/boolean effect in the stone(for example?). Anyway, I'm going to try, I'll let you know. Thanks!


I would know if it is possible creating (err... I don't know how call this build system in english) a Brush to Draw different types of rooms. The same as Evil Genius:

They should snap like a grid.
Which actions I need to made my custom system?

I tried to find something on the asset store, but I don't know the specific name of this build mode. Moreover It's top down only when you are in customize mode: the game I would to exercise with, is fps and top down only when you want to build something.

Some tips?

PlayMaker Help / Re: Programming Blood & Gore with Playmaker
« on: February 05, 2018, 02:27:00 PM »
Ok, I don't know why but I trought I needed to program it.
Thanksm, I will check! ;)

PlayMaker Help / [SOLVED]Programming Blood & Gore with Playmaker
« on: February 05, 2018, 06:36:46 AM »
I need some help about blood and gore.
Which actions I need to make it?


PlayMaker Help / Re: Shotgun Spread?[SOLVED]
« on: December 01, 2017, 08:37:57 AM »

 I did a sample on firing bullets on the Ecosystem: search for "bullet" and filter by samples and you;'ll find a "Firing2d Bullet" which will show you how to do this basics of firing.



Thanks! I'll check.  ;)

PlayMaker Help / Re: Shotgun Spread?[SOLVED]
« on: November 28, 2017, 04:38:31 PM »
Sorry, I did a mistake with 'Split', I confused you.

I mean how can I to make raycasts starting from the same point and after this set their rotation from the point them started?

I know about the Vector3 origin point of a raycast, but to rotate it so I can make my custom raycast presets?

I hope it is undestandable, I have some difficult to transpose my language meaning to english language.

PlayMaker Help / Re: Shotgun Spread?
« on: November 28, 2017, 11:26:52 AM »
Yes. for each side you can make a random int between 0 and the number for groups.
I do think it might be easier to use Array maker than the standard array.

You can find the array maker on the ecosystem and you can find some tutorials on the User Tutorials wiki page

But i will try to make a sample this week how to set this up.

I'm going to check the link. :)

Just another tip:
how can i set up a raycast preset which starts from the same point and "splits" itself increasing its range with the distance?

PlayMaker Help / Re: Shotgun Spread?
« on: November 27, 2017, 02:11:00 PM »
If you split in four and still do random positions, you still need to do the math so that they are not to close to each other.

I would use 6 arrays and make preset Raycast positions, so for each index you have a group of 6 Raycasts (6 arays)

Then select a random group index and use for each side (top left/top right/bottom left/bottom right) which would give some extra randomness than using 24 arrays and preset all of them at once.

You might need to use 'world: Self' or use a Vector 3 add, to position for each side.

I also think that preset positions are better for performance.

Btw, i am only suggesting things :)

Best is to play around and see what fits best for your project.

I don't know, I think the raycast preset is the 'eastiest' way to do this.
I'm not a programmer, I'm a graphic designer, I'm using Playmaker because I don't want to learn languages.

So as you saied it's possible add a little random influence in the preset metod?
It should be good.

PlayMaker Help / Re: Shotgun Spread?
« on: November 25, 2017, 07:22:29 AM »
Maybe have a certain range for each raycast, else you need to place each raycast position into an array an after each raycast you need to check if it is to close to another.

maybe use 4 fsms (top left/topright/bottomleft/bottomright) to split the raycasts.

or instead of random have preset positions in a list and get those(randomly per group) to do the raycasts?

Nope, the first emission mode is what i want to implement. So i need to split raycasts in 4 groups?

PlayMaker Help / Re: Shotgun Spread?
« on: November 23, 2017, 02:43:01 PM »
Try a search on the Ecosystem.
Look for Random Vector

You could also use 2 random floats and the use set vector 3 xyz

For looping this a certain times, you can use 'iterate'

The raycast to emit should be 24 at shoot, because the weapon uses two ammunition caliber 12.

So Iterate is needed to emit multiple raycast at time?

There should be a rule within too: the random emission of raycast has to have a maximum and minimum spread index, this to avoid rare case of 24 bullets shot too near each other.

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