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Messages - santelia

Pages: 1 [2] 3 4 ... 6
16
PlayMaker Help / Re: NavMeshAgent tutorial for playmaker?
« on: July 16, 2012, 09:00:39 AM »
Does it only worsk with Pro, or it can be deployed for Indie too?

17
As in subject: best way to avoid obstacles in RTS games with Unity and PlayMaker?
Not so useful the navigation meshes, because lot of obstacles are built during the game (buildings) or are moving units (ships, vehicles, peasants, etc).
Hope many of you will share their thoughts and experiences.
Thank you, mates.

18
PlayMaker Help / Re: trigger enter in RTS with no rigidbody
« on: July 13, 2012, 10:28:57 AM »
So, these are the results:
Adding a global "TRIGGER ENTER" transition to the state "raycast" doesn't reach any result.
Generally, it seems that the TRIGGER ENTER system event doesn't works at all for this RTS. Strange behaviour, since in my RPG project I use it for a hundred triggers - activated by PLAYER with character controller (all it's WOW system) - and it works perfectly. Imhave to believe that it worsk ONLY with character controllers.
So, adding a rigidbody both to the routine radar and to the enemies, and sending a custom event and NOT the system one, everythin works fine.
Again, strange behavior...   ???

19
Share New Actions / Re: trigonometry custom actions
« on: July 13, 2012, 07:49:01 AM »
Often passing on the lake, Montreaux side indeed. Sorry for my OT.

20
Share New Actions / Re: trigonometry custom actions
« on: July 13, 2012, 07:22:19 AM »
Very useful. Thank you. And... where in France?

21
PlayMaker Help / Re: trigger enter in RTS with no rigidbody
« on: July 13, 2012, 07:19:15 AM »
As soon as I'll have finished my giant icecream  ;) , I'll try to make it.

22
Action Requests / Re: speed changing from float interpolation
« on: July 13, 2012, 06:31:15 AM »
Yes Jean, built a complete set of states to be used in many situations of movements, all referring to custom variables. And since many objects to be moved are boats or ships, we added some custom actions (using Bezier math too) to calculate route and apply various rudder angles depending on distance, speed, type of boat, situations, etc. Ops, and thank you for all those trigo actions, of course.

23
Action Requests / Re: speed changing from float interpolation
« on: July 13, 2012, 05:45:37 AM »
Sorry Jean I missed your reply. Not too late, indeed, to answer your questions.
No, at this stage of the project (actually two projects: one rts game and one sci-fi rpg), I'm using indie version. Since Unity v.4 is on the way to be released, maybe then I'll buy Pro.
As far as pathfinding systems are concerned, which one would you suggest based on flexibility and performance?
At this point of the development, nevertheless, I believe we've already done some steps forward with a specific project-taylored set of solutions, including some very specific new actions, and I wouldn't be very happy to restart from scratch just to integrate a commercial pathfinding if not compelled to.

24
Action Requests / TargetPro integration!!!
« on: July 13, 2012, 05:36:13 AM »
I've taken a look at TargetPro from Path-o-logical, and have to say that it would be a very great improvement if playMaker could integrate with it. So, all my encouragement for a future (hope not so far  ;) ) integration between playMaker and targetPro. It's absolutely worth the effort. Thank you in advance...!

25
PlayMaker Help / Re: trigger enter in RTS with no rigidbody
« on: July 12, 2012, 10:16:27 AM »
UPDATE: added rigidbody to a couple of enemy tagged and layered objects, but nothing differrent happens...
 >:(

26
PlayMaker Help / Re: trigger enter in RTS with no rigidbody
« on: July 12, 2012, 10:14:07 AM »
Searching into Unity Answers, it appears that onTrigger call is launched only when an active rigidbody enters a listening collider. E. g. see http://answers.unity3d.com/questions/223493/performance-trigger-on-objects-or-on-player.html.
But in some cases rigidbodies bring problems to certain game processes, and for my experience they can give you heavy headaches when dealing with water... ;D
Any help for my need of triggering?

27
PlayMaker Help / trigger enter in RTS with no rigidbody
« on: July 12, 2012, 08:34:27 AM »
I'm facing a problem.
I need to detect a trigger enter where the owner of the trigger (a boat with a trigger sphere collider and some usual mesh colliders) has no rigidbody. The goal is to detect enemies, that too have no rigidbody and have an enemy layer and  an enemy tag. It might be the easiest task of the universe, but it doesn works. When an enemy object enters the trigger, simply the start state doesn't passes the "TRIGGER ENTER" event to the second state.
Any idea?

28
PlayMaker Help / Re: help with custom action for ship route
« on: July 11, 2012, 05:06:27 AM »
Again, thank you Jean.
Also, what exactly have I to do to add it at the playmaker actions without breaking any data base (or whatever) integrity? I mean, copy the code, open a new action in MonoDevelop, paste and save it with the right name under "actions" folder, or what else?

29
Share New Actions / Re: trigo Sine
« on: July 11, 2012, 04:32:16 AM »
Thank you Jean. It's surely useful for getting things run when route calculations are involved.

Please, take also a look at our problem  :(  in creating a custom math action to find route points:

http://hutonggames.com/playmakerforum/index.php?topic=1924.0

Any help for that?

30
PlayMaker Help / help with custom action for ship route
« on: July 11, 2012, 04:02:07 AM »
Here's our first try to create a custom action.
Created with custom action tool, assigned to Math category, then filled with the code in MonoDevelop and saved.
But when finally we put it in a state, it shows up completely empty  :(
Surely we forgot something...
Any help, including process?

Here is the code

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

[ActionCategory(ActionCategory.Math)]
[Tooltip("gets point along a circle for naval route purposes")]
public class FloatCircleCalculate : FsmStateAction
{
// distance from target point
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmFloat distanzaPuntoTarget;

// target point

public FsmVector3 posizionePuntoTarget;

// ship point

public FsmVector3 posizioneNave;

// angle between ship and X

public FsmFloat angoloNaveSuX;

// angle between ship and target point

public FsmFloat angoloNaveSuTarget;

// temporary point of route

public FsmVector3 puntoDiRotta;

// check box for every frame

public bool everyFrame;

// Code that runs on entering the state.
public override void OnEnter()
{
if (angoloNaveSuTarget.Value != 0) {
puntoDiRotta.Value.x = posizioneNave.Value.x+distanzaPuntoTarget.Value*Mathf.Cos(angoloNaveSuX.Value*Mathf.PI/180);
puntoDiRotta.Value.z = posizioneNave.Value.z+distanzaPuntoTarget.Value*Mathf.Sin(angoloNaveSuX.Value*Mathf.PI/180);
}

if (!everyFrame)
Finish();

}

// Code that runs every frame.
public override void OnUpdate()
{
if (angoloNaveSuTarget.Value != 0) {
puntoDiRotta.Value.x = posizioneNave.Value.x+distanzaPuntoTarget.Value*Mathf.Cos(angoloNaveSuX.Value*Mathf.PI/180);
puntoDiRotta.Value.z = posizioneNave.Value.z+distanzaPuntoTarget.Value*Mathf.Sin(angoloNaveSuX.Value*Mathf.PI/180);
}

}


}

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