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Messages - unearthly

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Hi, wondering if someone can give me an idea of how to trigger a cut scene from a level then upon returning to that level have the player spawn in a new position?

I have setup cut scenes using video in their own separate scenes with 'load level' actions. Not sure where I might go from there.

Regards Charles

Playmaker Help / Re: Return to title screen on player death
« on: March 17, 2018, 04:39:04 PM »
Hi Jeanfabre,

If you could send me that example that would help.

Thanks regards Charles.

Playmaker Help / Re: Return to title screen on player death
« on: March 14, 2018, 11:18:46 AM »
Hi jeanfabre,

This tutorial showing a way to fade objects with Playmaker looks like a good way to do it

Regards Charles

Playmaker Help / Re: Return to title screen on player death
« on: March 14, 2018, 09:43:25 AM »
Hi jeanfabre,

Not sure how to fade the black image on canvas. Are we talking about a sprite animation or a way to use actions to control alpha on a material or something else? :-[

Regards Charles

Playmaker Help / Return to title screen on player death
« on: March 13, 2018, 11:31:30 PM »
Hi guys, wondering if you can help me with a minor problem.

I have a return to title screen option working with a key press, but when used to load the title screen after the players death there's a graphical problem. At the players death the screen fades to black before returning to the title screen level,.. but between them a view of the game world reappears for a second. It's that image I don't want appearing.

Playmaker Help / Re: Hiding and showing cursor in levels
« on: March 08, 2018, 06:49:30 PM »
Thanks Daniel :)

It worked as it should have. Tried it on an earlier version of my project.

I had tried using Set Mouse Cursor before first posting but I did something which messed things up in that project version which I hadn't realize I'd done.

Sometimes simple things are exactly that.

Playmaker Help / Hiding and showing cursor in levels
« on: March 08, 2018, 03:17:24 AM »
I guess this is very easy to do if you write code, but I would like to know how to use Playmaker to hide the cursor in a level but then have it visible for say a menu screen level with buttons to click. :P

Playmaker Help / Re: Unused global events
« on: February 23, 2018, 02:44:04 AM »
Thanks krmko,

Some of the FSM's etc, are left over from when I wanted certain behaviours I have since decided I don't want for now, but might use later. Should just add descriptions and backup that version, then remove the junk and save as a new one. Time for a spring clean.

Playmaker Help / Unused global events
« on: February 22, 2018, 04:37:44 PM »
This is perhaps a question with a obvious answer. Is it OK to delete unused global events? What of unused actions (unchecked) still attached to states? Should I remove FSM's that I am not currently using in a project? Is there other housekeeping that's good to do? Junk that if removed would make things run better, or doesn't it really matter?

Playmaker Help / Re: Using Playmaker with Rewired
« on: November 08, 2017, 03:20:20 PM »
Hi jeanfabre

Yes, I am getting confused.   :-\

Have other things to do now, but I will get back to working with Rewired and PlayMaker in a little while. Probably take a few more posts for me to understand how to use them together. I do appreciate your help.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: November 07, 2017, 04:59:36 PM »
Hi guys

Rewired requires a script to be written and attached to the character controller and I can't write code, so it doesn't help me (another paid asset into the trash). I am using the SmartFPController asset anyway, it has basic movement built-in for both  Xbox gamepad and K&M.

I have used PlayMaker to do the keyboard and mouse commands for firing and loading a gun and using a melee weapon, all which work fine.

So what would be the best approach to set up Xbox 360 gamepad inputs (and maybe later PlayStation 4) and link these into my PlayMaker scripts for the keyboard and mouse commands?

I have looked at the Unity Input Manager but can't figure out how to use it with PlayMaker. Besides it lists 404 inputs (perhaps because of the SmartFPController?) which match what gamepad buttons I have no idea.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 27, 2017, 01:39:08 AM »
Hi LogLady

Ahh well, no. I figure I probably need to complete the setup on Rewired for the keyboard and mouse commands first, not just the gamepad. I will try your suggestions soon.

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 24, 2017, 02:26:44 PM »
Thank you jeanfabre.  ;D

I appreciate you doing this. And it will be good for others who want to use Rewired and Playmaker together.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 23, 2017, 05:23:21 PM »
Hi jeanfabre,

No it doesn't come with a scene using PlayMaker actions. Their online documentation only refers to Playmaker regards installing the PlayMaker Integration Pack, which I did.

So I really don't know how to use them with Rewired.


Playmaker Help / Using Playmaker with Rewired
« on: October 22, 2017, 06:12:46 PM »
Hi guys,

Just started using Rewired. I want to use Xbox and PlayStation controllers in my Windows game, I have set up a Dual Analogue Gamepad map using Rewired Editor.

I have defined all the keyboard and mouse commands in FSM's on my character previously. Can I, and which actions can I use (Rewired integration is done and relevant actions are available), to hook up those commands to that Rewired joystick map? Or is it done otherwise?  :)

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