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Messages - stansdad

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Playmaker Help / Re: Float Compare for falling death
« on: July 06, 2014, 12:10:32 PM »
Fixed it

Just changed the second "Check If Grounded" FSM to "Every Frame"


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Playmaker Help / Re: Float Compare for falling death
« on: July 05, 2014, 04:47:55 AM »
Right I'm very close now.  It's taken me a month.  I've looked in this thread http://hutonggames.com/playmakerforum/index.php?topic=6309.0

and found the following information

Using check if is grounded. If not get inicial Y position.
Then.
Check if is grounded. If yes get final Y position.
Float Operator Inicial-Final
Float Switch between your values.
With this you can hurt/kill your player.

Tip get position in world space.

Works ok, BUT, the "death" occurs at the point my character leaves the top platform, not when he hits the floor.

I've attached a couple of screenshots.  I'm not sure if it's because of where the NO path leads on the second "Check if Grounded" state.  I also tried feeding it back into itself but get a 1000 error loop




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Playmaker Help / Re: Float Compare for falling death
« on: May 22, 2014, 12:00:03 PM »
Thanks Lane. I'll have a go and report back with a screenshot of an FSM that solves it.

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Playmaker Help / Float Compare for falling death
« on: May 21, 2014, 01:01:50 PM »
Hi

I need an action similar to Float Compare, but to actually compare the difference between the floats, not just to see if it's less than, equal to, or more than.

i.e., I need to know if the difference between two floats is greater than 2 (a fixed value).

I'm trying to do a falling death based on Y distance fallen.  I have the Y position stored as a variable at the point of exiting one platform and again stored when they hit the next platform.

If the distance between the two is more than 2 world units, player dies.

Any idea how I can achieve this?

thanks



5
User Showcase / Spindizzy retro game remake
« on: March 18, 2013, 02:17:45 AM »
I'm making a remake of the 80s game Spindizzy using Playmaker, and documenting my progress on my website.

You can have a look here: http://siwaters.tv/series/unity3d-spindizzy/

There are a few details on FSM setups and the like.  It's still very much a work in progress, so there's no need to point out the glaring bug/gameplay issues that are present  ;)

New builds are added when I get time.

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Playmaker Help / Re: Set Visibility on everything outside a trigger area
« on: October 06, 2012, 09:22:02 AM »
Ok cool, I shall return to this I think once I have finished all the level design, that way I will know which objects will be in each room.

I already have my ground components tagged "ground" in order to help me with the controller function.  Perhaps I'll add an empty gameobject to each one and tag that as well.

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Playmaker Help / Re: Set Visibility on everything outside a trigger area
« on: October 05, 2012, 02:41:35 PM »
Thanks for the input chaps.

I've tested with layers.  I've taken one room, manually selected all objects in that room, assigned them a layer called "Visible Room" and then used the camera in that room to only render "visible room"

Now this works well as I can no longer see the adjoining room, it's exactly what I am looking for.   But, I need to find a way to use variables or something to change which objects are in the layer "visible room" and make that dynamic.

Otherwise, i'll have to manually select each object in each room, assign them onto a differently numbered layers, and this will mean I can only have 31 layers (rooms) in total, which won't be enough.  Also, as I'm still in the process of designing the rooms, I'd have to keep manually defining the which objects are in the
layers when I make a change. 

I think my programming/playmaker knowledge has reached its limit on this one!  I'll have a stab at it over the weekend and see what I can come up with, any further suggestions/elaboration appreciated.

8
Playmaker Help / Set Visibility on everything outside a trigger area
« on: October 04, 2012, 02:26:40 PM »
Here's a tricky question.

I've got an isometric game (think Alien 8 or Knightlore. If you're under 35, Google them  :) ), made up of different "rooms" each of 8x8x8 in size

I'm currently mapping it out as one scene in Unity while designing the levels in 3D space.

What I need is a way of making a trigger box of 8x8x8 in size that, on enter, turns off the mesh renderers on everything "outside" the current room. (so you can't see what is in the room next door)

I'm thinking Set Visibility.  But it only works on one object at a time..  And my "rooms" are made of many objects....

I already solved the issue of switching to a new camera per "room" - that was relatively simple (using Jean Fabre's "Cut to Go Camera" action found on here. 

But this is a bit of a headache and I'm not even sure if it's possible.

Any ideas?



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Playmaker Help / Re: Storing player position, and other questions
« on: October 01, 2012, 02:16:12 PM »
Ahh, I've solved it!

Here is my new Player FSM attached, also my new LoseLifeCollidePLane which is under the ground.


The player has a "on collision Enter" which continually stores the Vector 3, then Next Frame event back to the idle state

It has an "on collision exit" which simply sends to "is not grounded" which only contains a next frame event back to the idle



Then, in the collider plane, it looks for all objects tagged "player" (there is of course only 1) and then the position is set.  There is a next frame event back to idle so that it can be reused.


All that is left is working out how to stop the player momentum when it returns to the platform, which I imagine will be a simple "rigidbody - sleep" function, or similar.

i hope this helps people


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Playmaker Help / Re: Storing player position, and other questions
« on: October 01, 2012, 01:45:12 PM »
Here's my player FSM

I think I know what's wrong, I probably need a Bool in here somewhere to have an event that updates the LastPlayerPosition global variable if grounded, but doesn't update it if it's not grounded.

That might take the best part of a week to learn so if anyone has an easy solution I am all ears  :)

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Playmaker Help / Re: Storing player position, and other questions
« on: October 01, 2012, 01:35:06 PM »
Hi Jean

Thanks for the reply.  It makes sense and I think I have sorted the "is grounded" but now having trouble setting the position back to the platform after falling.

I've set up a FSM called "Store Grounded Position" on the Player using Collision Event, set to "On Collision Enter", Collide tag "grounded", send event "Store Vector 3"

Then in the second state I've used "Get Position" with a Global Vector called "Last Player Position", in World Space, every Frame.  Then send that back to the start state with "finished'.  That seems to be working because every time he hits a new patch of ground, it seems to update in the Gizmo.

So far so good

However, on my "lose life" collider plane under the main platforms, I'm trying to use "Set Position", referencing Player, using the global variable "Last Player Position", in World space, just once, not every frame.

But nothing happens, he just keeps falling.

I know the triggers are working as I am seeing that in runtime.

Do I need to use something other than Get/Set position?  I feel like I am close, but not quite there!

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Playmaker Help / [SOLVED] Storing player position, and other questions
« on: September 30, 2012, 09:37:02 AM »
Hi there

I bought Playmaker around a month ago and am slowly progressing with a mock up of a game I'm making.

I have a few questions.  Here is what I am trying to achieve:-

1)  I have a character who is able to fall off a platform in a 3d isometric game.  I have a trigger plane underneath it, and have an FSM in place which checks for the trigger (on trigger enter) and then sends an event. Eventually I'll add this to a health variable as per the tutorials.

In the event, what I would like to happen is that the character respawns in about the same position that he fell off at.  So I need some way to store the characters Vector 3 constantly as a "last grounded position", then respawn at that point.

I believe I cannot use IsGrounded as I am using a physics based character, not the character controller.  if I can use IsGrounded, then I'd need someone to help me out with that.

2)  Related to this, I have a kind of "emergency stop" function when pressing space.  At present I am botching it by using "Rigidbody - sleep".  But this has the unwanted side-effect of stopping the character mid-air or wherever he is.  I need this to only be able to function when he is grounded.

Has anybody got any suggestions on that?

Many thanks in advance for any help.  I'm muddling through!

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