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Messages - thierry_st_malo

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1
Playmaker Help / Re: Float Lerp gone
« on: January 30, 2018, 10:34:30 AM »
Thanks, Djaidino. Very helpful, as always :-)

2
Playmaker Help / Float Lerp gone[SOLVED]
« on: January 30, 2018, 09:01:10 AM »
Hi,

In my 1.8.6 Playmaker the Float Lerp action has disappeared, but as of today it is still present in the manual. A pity, because it could be useful. I know, I can use instead something longer and more clumsy. Not an improvement, in my opinion.

Besides... Oh, well.

3
Playmaker Help / Re: Get Wheel Collider Is Grounded Action
« on: January 26, 2018, 03:33:16 AM »
Hi, Djaydino ! That's a new one on me. I'll try that.

Many thanks.

4
Playmaker Help / Re: Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 11:28:22 AM »
I had  already added a Debug Game Object action to the FSM state; it shows correctly the correct name for the correct Game Object, which has a Wheel collider. And there is nothing in the C# code of the action that corresponds to this "None".

5
Playmaker Help / Re: Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 08:43:27 AM »
In this FSM the "Wheel" variable is the whole Game Object, which includes a Wheel Collider Component. Besides, I have loked at the action's C# code, and I can't see anything corresponding to that "None'

I use Playmaker 1.8.6. Perhaps the action isn't up-to-date?

6
Playmaker Help / Re: Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 06:36:06 AM »
You're very helpful :-) but, problem : the "Wheel" game object has already a Wheel collider component. Sorry to insist.

Thanks.

7
Playmaker Help / Re: Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 05:44:18 AM »
Thanks.

But, as you can see, "Wheels" is a Game Object variable that's part of this FSM.
So, what does that "None" stand for, what should I specify instead and how could I do it?

Cheers.

8
Playmaker Help / Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 03:21:51 AM »
Hi,

If you look at the car's left wheel, it is clearly grounded, isn't it?

The "Wheel" game object has a wheel collider that is one of its components, and the terrain has a collider also.

Yet the Get Wheel Collider Is Grounded action keeps sending the "NotGrounded" event. How come?

Thanks in advance.

9
Playmaker Help / Re: Application Quit doesn't work in the Editor
« on: January 22, 2018, 04:01:11 AM »
Hi,

I mean hutongGames'. I have re-checked this very morning.
Having said that (and fixed the problem for me) I understand that Playmaker is a very large and complex product, and that these things happen.
Still, on the moment I found it annoying, as it cost me four hours of work.

Bye.


10
Playmaker Help / Re: Application Quit doesn't work in the Editor
« on: January 20, 2018, 09:35:46 AM »
It would be pointless, yes. But I don't do that. A function key stops the game and sends me back to the Editor. The mouse cursor isn't always very visible, you know. I'm  very finnicky with my little comfort :-)

11
Playmaker Help / Application Quit doesn't work in the Editor
« on: January 20, 2018, 08:27:20 AM »
And I'm not very happy about it, because it should be clearly stated in the documentation. And it isn't. That cost me a few hours of work and frustration.

I can't understand that: it is so easy to fix! All that was needed was knowing it.






12
Playmaker Help / Re: Running an FSM for a car driver
« on: January 17, 2018, 09:27:32 AM »
Hi again, Jean !
Sorry but nothing's obvious.
I use the action "Get Wheel Collider Ground Hit Properties" that comes from the Ecosystem.
For the Game Object, I use a wheel that has a Wheelcollider component. So far, so good.
For the "collider" parm, what should I use ? I had assumed it would be the terrain, but I can't drag it into the action's input box. In the action's .cs source code, this parm is described as an FsmGameObject.
I'm asking because I believe that you are this action's creator.

Thanks in advance.

13
Playmaker Help / Re: Running an FSM for a car driver
« on: January 17, 2018, 04:21:29 AM »
It DOES make sense.
Many thanks, Jean.

14
Playmaker Help / Running an FSM for a car driver
« on: January 15, 2018, 06:57:51 AM »
Hi,

I am working on a car-based game with Playmaker. In the car's FSM I want to use the Run FSM action, calling four times the same FSM template, once for each wheel collider. Basically the Run FSM works very well ; the template is called four times, executes and returns properly in sequence.

But at this point I am lost. I think that in the template I should define the wheel collider and the Game Object that owns it as inputs. So far, so good. But:
1 - I don't want these inputs to be hard-coded, my intention being to re-se the whole system in other cars as a prefab.
2 - How do I define and access the template's inputs in the car's basic FSM, where the wheel colliders are defined?

You will find attached a basic version of the template.
Thanks in advance.

15
Playmaker Help / Re: Simulating a C# procedure with an FSM [SOLVED]
« on: January 12, 2018, 03:24:23 AM »
Hi,

I quite agree with you, we want to avoid large FSMs. At this point, I think I'll try "Run FSM", which looks like what I'm going after. The description of the action is not very explicit, but there are more details in "Array For Each".

So, I'll try.

Thanks for your help.

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