playMaker

Author Topic: Move Forward around object [SOLVED]  (Read 19361 times)

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #30 on: December 12, 2013, 09:34:17 AM »
Hi Jean,

Ive finally got somewhere with it and im just trying to get the character to move. Ive attached a screenshot of the movement FSM you included in the game. I am happy about how the character moves forward but i need the character to rotate based on a variable. Lets say 40 degrees.

I have a KeyDown for each movement already but i cant seem to use the rotate event to set a particular angle. I think i need to do something with the attached FSM setup. Ive read through each event of yours but not sure what to change? i have also tried a separate FSM on top to see if i could use rotate but for some reason doesnt rotate the player at all. The player hasn't got a freezed position.

Any advice would be most greatful!


Nick

jeanfabre

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Re: Move Forward around object [SOLVED]
« Reply #31 on: December 14, 2013, 12:55:59 PM »
Hi,

 Completly seperate the rotation and the movement, make it two distinct fsm and this will be easier to deal with, here your state stack is a bit long... and you won't have the flexibility that you could have with two fsm.

bye,

 Jean

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #32 on: December 16, 2013, 10:01:33 AM »
Hi Jean,

I understand what you mean, so i cant just simply use the rotate event as its a Vector3. Could you give me an example of a left turn please? ive separated it out but i must be missing something. Cant upload it as this site has an error.

Kind regards

Nick

jeanfabre

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Re: Move Forward around object [SOLVED]
« Reply #33 on: December 16, 2013, 03:13:46 PM »
Hi,

 Ok, please find a working sample of a physics based move and rotate controller. They work as separate Fsm. So you should experiment with this base to achieve your behavior.

If that's not suitable or missing the point, let me know.

Bye,

 Jean

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #34 on: December 17, 2013, 05:44:19 AM »
Hi Jean,

Thanks for the demo.

I get the Axis and store it. (I specify the Multiplier to 1.)
I use Float Multiply to get the desired X number.
I rotate based upon the SideWay Input.

I can see it rotates but doesnt take the camera with it. I havent put this in place yet. Not sure how? ive still left in the original Transform direction from your previous demo.

thanks for you help so far!

Nick

jeanfabre

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Re: Move Forward around object [SOLVED]
« Reply #35 on: December 17, 2013, 12:55:52 PM »
Hi,

 Can you make your camera question as a new threa? that will be easier for future researchs.

bye,

 Jean

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #36 on: December 17, 2013, 05:01:17 PM »
Ok, will do.

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #37 on: December 19, 2013, 04:26:56 AM »
Hi Jean,

I have started a new topic (http://hutonggames.com/playmakerforum/index.php?topic=5804.0) but ive tried explaining what im trying to achieve but I am unable to explain further to 'Lane'. Would you be able to help me? as it relates to what you was helping me with.

after i want to put a demo up for people to use apart of the topics if that's possible on this forum? this is just the last piece of my puzzle lol.

thanks  :)

Nick
« Last Edit: December 19, 2013, 04:28:27 AM by coxy17 »

jeanfabre

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Re: Move Forward around object [SOLVED]
« Reply #38 on: December 19, 2013, 04:59:06 AM »
hi,

 i would do a look at or a smooth look at, have your player looking at the trigger, if you set the up vector to be the y axis of the trigger, it will work ok.

bye,

jean

coxy17

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Re: Move Forward around object [SOLVED]
« Reply #39 on: December 19, 2013, 07:31:22 AM »
Hi jean,

Ive tried manually setting one of the triggers and the TargetObject and its works :)

but not sure how to get the different triggers axis as a TargetObject as i enter it? instead of just specifying one.

Thanks again

Nick


coxy17

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Re: Move Forward around object [SOLVED]
« Reply #40 on: December 20, 2013, 09:00:26 AM »
Hi

Figured it out now, just used a variable

Thanks,

Nick