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Messages - santelia

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31
PlayMaker Help / Sine and cosine?
« on: July 11, 2012, 01:38:38 AM »
Any idea on how to use playMaker to compute typical geometric/trigonometric operations?
It's useful, not to say indispensable, in many route cases.
E.g., when you have to compute things
Code: [Select]
like position.x + (sine(playerAngle) * speed * deltaTime or any other computation where a position along a circle is involved.
Any help?

32
Action Requests / Re: speed changing from float interpolation
« on: July 09, 2012, 07:04:21 AM »
Thank you Alex.
Following your suggestion, I'm trying to sort things out but I have to admit it seems not so obvious.
So, how would you structure the flow if your goal was as follows.
You've got a position (vector3) where your object have to move to.
You need:
1) accelerate for the first 5 seconds seconds and travel (along a straight path) for not more than N distance ranging from 0 to F max speed
THEN
2) proceed at at F fixed speed to a certain position
THEN
3) brake from F to 0 in the remaining N last distance.
? ;)

33
No contributions?
In the meantime I think I'll try to work around the problem by using the set property action, see here http://hutonggames.com/playmakerforum/index.php?topic=1636.0
but I'm not sure if speed can be set.
Any help?

34
Action Requests / speed changing from float interpolation
« on: July 08, 2012, 07:11:08 AM »
It would be nice if we could set speed using the output of a "float interpolate" action, with an "every frame" option. I mean in the same way as we already can set a scale using a value resulting from "vector3 interpolate".
As it happens in my case, it could be useful for managing movements of objects that need to accelerate, then move constantly toward a certain point, then brake when arrived at a certain distance. Or simply accelerate/brake.
Is there any workaround for that? I mean yet available?

35
Maybe a second call for help can have more luck...

How can I set speed using the output of a float interpolate action?

36
I have to manage the movement of an object (a boat) towards a target position. Since the constrain is the speed and not the time, and the target position can be very far away, I cannot use iTween actions (none of them) because with long distances they use too much space (and an incredible amount of time) for the easing (both in and out), resulting in an absolutely non realistic behavior.
So I'm trying to solve the problem by using a float interpolate for the speed of the acceleration (let's say 2 seconds), then a fixed speed for the rest of the movement minus 2 seconds (some math to obtain that), and then again a float interpolate for the braking speed.
If it were e. g. a scale factor instead of a speed factor (I mean for the acceleration and the braking), I could use a "Set Scale" action with "every frame" checked. But since it's a Move action, I cannot find how to set a variable speed referring to the float being interpolated.
Maybe I'm really blind and a proper action is already there, ready to be used. But I'm not been able to find it. Or maybe a rather simple solution can be build just passing around the obstacle.
Any help?

37
PlayMaker Help / Re: RTS camera rotation
« on: July 05, 2012, 01:35:58 AM »
Thank you Jean, I was already moving on that way. Only I was wondering if any other great solution was in the air. Guess for now I'll continue like that.

38
PlayMaker Help / RTS camera rotation
« on: July 04, 2012, 07:58:42 AM »
I have to find out a reliable and smooth way to rotate the camera of a typical RTS game.
Zoom and fw-bw-left-right already run: using getAxis Mouse ScrollWheel for the first, and get key down with the four arrows for the rest.
But as far as the camera rotation is concerned, I'm facing a more challenging problem.
The best user interaction would be to get when mousewheel/mouse-centerbutton is pressed, and from then (while it's still pressed) rotate the camera Y axis (world) accordingly with mouse movement (delta right and delta left) until mousewheel/mouse-centerbutton is released.
Any help for that is surely VERY VERY MUCH appreciated ;-)

39
General Discussion / Re: pay for 1.4 upgrade?
« on: July 03, 2012, 06:50:41 AM »
Thanks Alex

40
General Discussion / Re: pay for 1.4 upgrade?
« on: July 03, 2012, 04:56:50 AM »
Can't find how/where to contact the Asset Store. Any help?

41
General Discussion / pay for 1.4 upgrade?
« on: July 02, 2012, 08:53:59 AM »
I already bought playMaker weeks ago at full price. It was version 1.3.2.
Now I see in asset store v 1.4 available, but also when I'm logged in it shows the price instead of the "download" text in the get button. Do I really have to pay to upgrade from 1.3.2 to 1.4???
I know PM it's on madness sale for now, but nevertheless I think it's not right to pay again.
Any thought or suggestion?

42
PlayMaker Help / FSM for character reactions (not player)
« on: June 22, 2012, 10:02:59 AM »
I have to program a character to react to the presence of the payer within a certain area.
Surely I use some triggers to detect where the player is, and some global variables to know certain conditions (where the player comes from, what has he got since then, etc etc).
The question is: to make my character react, like move, run, escape, come near, and so on, do I have to use the "animation" set of actions (play, blend, stop, etc) or do I have better to add a character controller component and use a movement set of actions (maybe iTween, or maybe other ones)? In other words (given that I added a character controller), if I tell the character to "move to", will he start the walking animation or not?
What would you suggest as the proper way of doing all that's typically needed?

43
PlayMaker Help / Re: most efficient way to fire a laser beam
« on: June 20, 2012, 09:16:24 AM »
Thank you so much Kiriri. I have to admit that I'm completely unfamiliar with shader creation. So any tip is absolutely welcome!

44
PlayMaker Help / Re: most efficient way to fire a laser beam
« on: June 20, 2012, 12:07:44 AM »
Hi Kiriri, thanks for the tip. Yes I know about raytrace, but never used till now. How much is it cpu intensive? Wouldn't fit a Mouse Pick action too? Of course would be great, to say the less, if you could help. Thank you mate.

45
PlayMaker Help / most efficient way to fire a laser beam
« on: June 19, 2012, 10:04:41 AM »
Hi mates, I need many suggestions on how to correctly fire a laser beam from the player to a target.
In my RPG project I'm currently using a WOW camera targeted on the player (a droid).
Let's say that on a certain key pressed (cmd) the cursor becomes a target.
And from then you can click and get the object hit if any.
So, what can you suggest on how to fire a laser beam with an efficient process?
Guess the theps could be:
1) get the position property of the player transform component and put it in variable POS;
2) get the rotation property of the player transform component and put it in variable ROT;
3) set an origin for the laser beam (could be somewhere beyond the player, either on its capsule surface), making some math with the POS;
BUT THEN...?
What would you suggest for properly setting the target point?
And for best drawing a laser line (hopefully without need of vectrosity)?
Maybe I can switch from a laser beam to a vector effect (there are some decent on the store), but the main question still remains...

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