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Messages - Athin

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31
Is the Bool actually getting set to true?  Sounds like either the bool never changes or your checking the bool too soon before it can switch to true.  Have the Bool in question selected as you test it and watch if it does get set to true ever.  If it does then seems to be a timing issue when you check the bool.  Otherwise your problem will be the bool itself not being set to true.

32
Not exactly sure what you're trying to do from how you explained it but sounds like you got something not set up properly. 

First I'd watch what the bool value is when the action checks it. Make sure something else isn't setting it to something you don't want.

Also make sure that if you want the action to just sit there waiting for that bool to go true to only have an If true event going.  Leave the false event blank otherwise it will fire off right away.

33
Playmaker Help / Re: Multiple trigger tags?
« on: January 12, 2019, 10:37:18 PM »
Sounds like you're making something similar to what I'll be making too with my project :P

I'm not 100% on this and its a bit case sensitive but I've heard that collision boxes are actually heavier then getting the distance from objects.  Even when checking over 100 units at a time.  Also Arrays tend to be very light as well. Seems odd that it works that way but from what I read it seems to be the general case.

https://answers.unity.com/questions/348260/optimization-distance-vs-collisions.html

Once I get to the combat spot on my project, that is the road I was planning on taking.  I'd still suggest it.

   

34
Playmaker Help / Find Game Object Issue
« on: January 12, 2019, 10:04:32 PM »
Hey guys,

I'm hoping to get some help on this one as I'm ripping my hair out trying to figure this out.  I got a simple find game object action going to find any object with the TAG Open.  This was working fine for awhile now but suddenly today, the action is finding objects that aren't in the scene?!? 

I have a farm with the TAG open in my project but none in the scene.  The action will find an object farm (Scene Preview) when used?  clicking on that object variable doesn't show the object in the scene and causes errors shortly after since now I got a dud game object var basically.

Side note: I had a Get Parent action right after the find object action as well and what it found was called farm (Scene Preview) Animator (Scene Preview).  The farm doesn't even have an animation on it?  When clicking on it, the editor doesn't highlight where this is coming from yet the inspector shows a game object farm with an animator???  Also restarting my Unity seems to fix it for a few play through until it starts up again.

This one really has me confused badly and I'm at the point of changing this whole system around to adjust for this.  Does anyone know the cause or how to fix it?

Thanks

35
Playmaker Help / Re: Multiple trigger tags?
« on: January 12, 2019, 09:50:06 PM »
I'm kinda confused on what/how you're doing it all.  What Collisions are you checking if you are using tags to find objects?

Just taking a stab in the dark on it though what you can try is this.  Add each unit that belongs to each player into its own array.  Whenever you want to check for combat, have a Get closest game object action to find the closest one in each array.  Then you can decide if they are close enough to fight and if so which one to fight.

Let me know if it helps or if it doesn't and let me know a bit more on whats happening and I can try again :)

Thanks

36
Playmaker Help / Re: Check Spawn Point for any object
« on: January 12, 2019, 02:17:12 AM »
Hey,

The bool can be a simple system.  If the item is there or the game starts with it there set it to true.  Once a player picks it up, set the bool to false at the same time.  Now that its false, the game will know that its empty and to spawn a new item.  When it does spawn the item again then set the bool back to true.

I dunno if this exact way will work with your setup but the idea behind it should fit perfectly with what you're asking for unless I've miss something.

Thanks

37
Playmaker Help / Re: Turret Rotation & Smooth Look
« on: January 12, 2019, 02:14:13 AM »
Not sure if you notice it (or if I read your issue wrong) but on the smooth look at direction action there is a FINISH event you may be able to use.  I believe it will only fire off that event once the object is done turning towards the target. Then from there, you can start the firing events for the gun to shoot.


38
Playmaker Help / Re: Check Spawn Point for any object
« on: January 10, 2019, 08:45:39 PM »
Hey,

I think you've asked this before in another post already?

What you can do though is just simply have a Bool if the spawn point is empty or full.  If its false or empty just spawn the object that is set to spawn there again and set the Bool to true until its pick up again.

39
I'm not able to test/try this due to not being home but what I'd try is this.

Have a collision box on the inside of the house.  When the player enters it, set the material of the roof or ceiling transparent.  When they leave just simply return it to normal.

40
Playmaker Help / Re: Quickly check Bool value of several objects
« on: January 01, 2019, 07:37:44 PM »
Maybe instead of putting a Bool value, you can just simple add them into another array called Wounded.  The healers simple just need to reference that Array and grab the first one on the list.  Once fully healed, remove them from the list.

That can double over to help with healing priority (if you want/need that too) where some wounded units can jump up to first on the list or be place in the back.

41
Playmaker Help / Re: Simple question about moving in a direction
« on: December 23, 2018, 07:32:54 PM »
What you can do is spawn an object at the target location and use the move towards action to that target.  Then you can simply add that target as a child to the projectile.  Doing that will continually move that target away as the projectile gets closer (Think carrot on a stick).

Depending on your set up, you may have to do some tweaking but I think that's an easy way to solve your problem.

42
Playmaker Help / Re: About Don't Destroy On Load
« on: December 18, 2018, 07:43:59 PM »
I'd just make a simple bool on the object if its been picked up or not. when the level loads up, have it do a check on this bool and if it has already been picked up, have it not load.

43
Playmaker Help / Re: Lock mechanic similar to Kingdom hearts or Dark souls
« on: December 17, 2018, 04:10:44 AM »
What I'd do is throw all your enemies into an Array that you want to try to lock onto.  Then whenever the player tries to lock on, use the Array List Get Closest Game Object with the player as the target to check against.  From there you should be able to then check distance to see if they are close enough to be allowed to lock on as well as switch to the next one in the array.

44
Playmaker Help / Re: Rotation Formation
« on: December 17, 2018, 03:53:47 AM »
Hey Jean,

Currently right now I got each unit controlling its own movement since the groups and formations will be a bit dynamic (Players merging/splitting groups).  When I select the group, all the units listen to the next click to use as their destination and offset themselves depending on their index in the array.

I'm really close to the solution but I'm struggling with the math part currently.  I have a Get Mouse X/Y normalized position when a player selects a place for the units to go to. I then subtract .5 from each X/Y variable.  Then I use a multiply operation on each units array index to help offset from the pick location. 

This works to an extent but they crowd on each other when I click near the middle of the screen. They also seem to assemble in the wrong direction (Clicking straight up makes them form a straight line top to bottm rather then left to right.  Also clicking top left has them lining up NE to SW rather then SE to NW like intented)

I'm bashing my head against the wall dealing with the math here so any help would be appreciated.  If I get the solution I'll update this post as well.

Thanks all.

45
Playmaker Help / Rotation Formation
« on: December 16, 2018, 06:07:59 AM »
Hey everyone.

Hoping to get some help with this one.  I'm currently working with groups of units that I want to line up into a formation (Think like RTS total war style).  I've currently got it semi working but need help to figure out how to handle the actual rotation on the formation.

Currently I have a manager that has all the units selected in an array.  I use that array to line up my guys.  Ex First unit goes exactly where I select, second unit goes to the location I select but also adds his array index to the location target ( adds 1 to X). It works fine like that but they always line up looking north this way.  What I want to do is add in the effect of them off setting depending on the angle from their current location to my selected spot.

I've found Get Angle to Target action and I know this will be what I want but I'm not sure how to use it to get my result.  Any help would be greatly appreciated!

Thanks

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