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Messages - foxdeltagames

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General Discussion / Re: Bullet with Collider/Trigger or Raycast?
« on: December 17, 2015, 12:05:48 AM »
Oh ok. What i do with my weapon systesm using the ray cast is store the object it hits, then in an other action actually take the object it hit and compare the tag, so if its a certain tag it will send events based on that the ray cast hit

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 16, 2015, 01:09:27 PM »
*** Update bump

New actions:

Nice, Thanks man. I do have to say, you make some really badass custom actions :D

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 16, 2015, 11:10:36 AM »
Ok I got it working the way it suppose too. Maybe next time try to explain on how to actually use the action.

Though on a side note the normal "Set Enemy FOV 3D" can detect objects that does not collide with the object directly, that is helpful for say enemies that are on a, say second floor looking out the window. Are you still thinking about adding tags to the Set Enemy FOV 3D action? or maybe make a copy of that action and call it something else.

But thanks a ton for the help thus far.

General Discussion / Re: Bullet with Collider/Trigger or Raycast?
« on: December 15, 2015, 06:25:19 PM »
I don't understand. so when you raycast like shooting a weapon. the ray still goes through the object?

What I forgot to add is when I use ray casting I do not use kind of objects to be the bullet or tracers. I just use the raycast as the detaction of the bullet fired, and then I take the hit location, and spawn a bullet impact in location the ray cast hit the object. you can how ever use the liner render to spawn a line to give the illusion of tracers. 

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 15, 2015, 04:58:19 PM »
@ foxdeltagames

any news? did you try it in a new scene? Why do i ask? I am trying to identify if the problem is in the action or in your scene..


I tired making a new scene, but now the Dynamic FPV doesn't even work. I get an error. which is :

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.DynamicVisionConeFov.CastRays () (at Assets/PlayMaker Custom Actions/FOV/DynamicVisionConeFov.cs:217)
HutongGames.PlayMaker.Actions.DynamicVisionConeFov.OnUpdate () (at Assets/PlayMaker Custom Actions/FOV/DynamicVisionConeFov.cs:154)
HutongGames.PlayMaker.FsmState.OnUpdate ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

General Discussion / Re: Bullet with Collider/Trigger or Raycast?
« on: December 15, 2015, 09:20:05 AM »
I tired this on my projects over and over. No matter what I do the "bullets" always go thorough walls no matter what when the force on a ridget body os set to high.

In the end i just use ray casting which actually detects objects a lot better. Only thing is its to accurate. But i am experimenting on how to set up recoil.

Also I am looking into maybe i can use a particle system which detects cillsion and sends fsm events that way.

Share New Actions / Re: GameObject Time Rewind
« on: December 13, 2015, 05:21:47 PM »
what the heck.. that's s cool! nice job man :D

PlayMaker Help / Re: About Weapon system between Scene
« on: December 13, 2015, 09:46:55 AM »
There are a few ways to do this. I dont have the time right now so ill just give you one simple option.

Try using global variables. Make a global variable(var), set it as a game object. What you do is save the game object you picked in that var you just made. This allows you to transfer objects in and out of sences.

Action Requests / Re: Nav Mesh. Random location.
« on: December 11, 2015, 05:55:34 PM »
Try this one. I made it for a jam thing so its probably sloppy

Alternatively use the Navmesh Sample Position action after getting a random position to convert it into a point in the navmesh

So for example the player uses the NavMesh. get the vector 3 of the player store it in the source position, then allow the action to sample a new location, within the distance I set, then add that new position in the in the Position option, in the "Hit information of sample" and take that and add it to the agent destination action.

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 11, 2015, 02:54:49 PM »

1. Ok give me a few days, and I will add tag option to the action..

2. It must the setup for dynamic 3d fov as I have no problems with it on my side. If someone else has an issue please let us know -- Have you tested on a child object in your enemy character (rotation y:90 and y:0)? Have you tested on an another gameoject without Y rotation set to 90 in the current scene to see if it works well? The only time it will 'cut' is if the object is pointing up/down not left/right rotation (due to the Quaternion angle up*forward).

I recommend that you try again (test as mentioned above) and try it on an empty gameobject which is a child of your enemy with rotation set to 0,0,0 and let me know if that works.

I actually tried setting the game object to 0, applying the action to a child game object with rotation set to 0,. I also added the action to another game object with the rotation set to 0 and it does the same thing in the vid

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 11, 2015, 11:22:31 AM »
Finally made the video. I hope things make a bit of sense after this.


PlayMaker Help / Re: Get 360 Triggers Action
« on: December 10, 2015, 12:43:31 AM »
RT and LT cant be used as buttons there are axises. So what you do in the input setting make an input for LT and RT. Mark LT as axis 9 and RT axis 10 also make sure to set to detect joystick movement.

The way it works in windows is the LT and RT axis starts at 0 and ends at 1 ( depending on the multiplier you set)depending on how far you pull on LT or RT. So you can say 0 is not pressed and anything greater than 0 is being pressed.

So make a fsm and drop in a "get axis" action. In the action type in the result of the axis you want to get, in this case either LT or RT. And then make a float variable call it anything you want have it exposed in the inspector. Back to the get axis action store the result to the variable you created. Hit play and pull on the axis you told the "get axis" to detect the axis change. Now you can now see when you pull on the trigger it is actually detecting the change

So make it work as a button add a float compre action and set up if anything greater than 0 is peress or equal to 0 is not pressed.

Hope this helps, and make sense to you. Ill make a vid late so you and others can see what im talking about.

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 10, 2015, 12:20:38 AM »
@ foxdeltagames

Btw what are you trying to do? Maybe explain to us what is your setup... As i am confused why you need tags that much.

Ill make a video explaining how the dynamic 3d fov isnt working correctly. Also ill explain why i thinking adding an option for a tag will be helpful. Ill make the vid tomorrow when i get back from work.

Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 09, 2015, 04:57:52 PM »
So there is no way to add a "tag" option instead of using a game object in the "Set Enemy Fov 3d" FSM, at all?

Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: December 02, 2015, 01:01:26 PM »
nice! this can come in handy :)

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