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Messages - GonerGames

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Playmaker Help / Re: 2d weapon animation
« on: November 16, 2018, 09:11:37 AM »
Depending on how your 2D charater is setup using Unity's Anima2D might be a good option for you. It allows you to set up a skeleton frame work for your 2D characters. This would allow you to dynamically adjust your weapons around the bone framework. This is a bit of effort to setup, but is far more flexible for runtime operations.

Anima 2D is free on the asset store and here is a link to the youtube tutorial series for Anima 2D.
Anima Youtube

Hope this helps.

General Discussion / Humble Bundle - RPG Pack
« on: November 15, 2018, 11:26:40 AM »
Hello fellow Playmakerians,

Humble Bundle has a great bundle on right now for anyone needing some 2d art and sounds. Listed for making RPGs, but a lot of assets even for other types of 2d games. Total of all files (if you spend the full $20+) is 66,747 files in 4,206 folders. Takes up about 70 gigs in HD space. Proceeds go to charity and you get a bunch of assets for your next great idea. Win win.
RPG Game Dev Bundle

Playmaker Help / Re: Delete Object or De-activate Object ?
« on: November 10, 2018, 01:25:53 PM »
Best is to use the Pooler Destroy Self action. This will deactivate the object and make it available to the pooler.

On the ground prefab you can have a wait time (2-3 seconds) then fire the Pooler Destory Object State. Less overhead then checking to see if it hit/exited a collider.

For obstacles:
You can add a global event to fire the Pooler Destroy object state directly. This way you can clear all the obstacles at once and put them back in the pool. This was used this for a "watch the ad and revive" mechanic.

Hope this helps.

Playmaker Help / Re: Sending values from a script to Playmaker
« on: November 10, 2018, 10:12:55 AM »
This shoud work for you:
Make sure you have Using HutongGames.Playmaker at the top
then find and set the Global Value

 if (aim == true)
           //find Playmaker global and set as aim variable
           FsmInt aim =  FsmVariables.GlobalVariables.FindFsmInt("IsAim");

           //set aim variable value
           aim.value = 1;
            print("Setting Aim 1");
             //find Playmaker global and set as aim variable
             FsmInt aim = FsmVariables.GlobalVariables.FindFsmInt("IsAim");
              //set aim variable value
              aim.value = 0;
            print("Setting Aim 0");

Playmaker Help / Re: Send event on every 3 kills
« on: November 02, 2018, 01:50:06 PM »
In your state you can use the float/int compare with 2 variables:
1st Kill Count - Global Variable - Actual Kill count
2nd "Compare Value" - Local variable - Inital is 3

When the compare statement fires, in the next state do your action(s) and then add 3 to the "Compare Value" variable. This way the compare value will "auto increment" as you move up in kills.

Just remeber to reset "Compare value" back to 3 when applicable.

Hope this helps.

Playmaker Help / Re: Instance material at runtime?
« on: October 15, 2018, 12:40:58 PM »
Using Arraymaker I set up an Hash table of materials. Then during runtime I use Hash Table Get to get the material I need and then use Set Material to change it out on the fly.

It won't save the changes when you exit. You'll need to use Easy Save or Player Prefs for that.

Playmaker Help / Re: Problem with animation stop
« on: October 04, 2018, 04:46:12 AM »
When you start your scene click on your gun and see what the rotation values are before you switch weapons.

Stop the game and add an FSM to your gun with a Set Rotation Action. Put the values in the x, y and z you recorded from above.
I'm am guessing that when you switch weapons you deactivate your original gun object and then reactivate it when switching back. If that is the case then the FSM will fire again and correct your rotation.

Hope this helps

Playmaker Help / Re: Problem with animation stop
« on: October 03, 2018, 06:58:10 AM »
It's looks like your rotation on the gun is not getting either set or reset properly when you switch back.
Maybe put a FSM on the gun that sets the rotation on start back to default value.

Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: September 20, 2018, 10:56:27 AM »
If you are using unity 2017.2 and above you will need to update Unity Ads with the Package Manager and not the asset store. The asset store version does not seem to like IOS using playmaker. Once updated through the Package Manager everything should work fine.

Please note that you may still get requests to update from the asset store, do not do this as it will bugger up your IOS ads again.

Hope this helps.

Playmaker Help / Easy Save 3 - Build Bug
« on: September 17, 2018, 08:44:32 PM »
As a heads up, if your builds are stalling or unity is quitting without giving a crash report, during a build, Easy Save may be the culprit. You can confirm by going to your editor log and looking for Stack Overflow Exception: Es3ReferenceMgr...
This just started happening out of the blue on our builds last week.

Here is the temporary solution from Mookie Easy Save Solution .

Please note that this is not an Easy Save error, but a bug that Unity hasn't fixed yet.

Playmaker Help / Re: Canvas and Mouse Pick Issue
« on: September 11, 2018, 10:21:54 AM »
So what is happening is that your Playmaker mousePick on left click event is firing before the raycast to the button UI hits. Best would be to disable the Playmaker left click action while the UI is open to prevent this.

As an idea:
1. When you left click on a unit it will open the UI overlay and turn on a bool to disable your Playmaker Mousepick event ie. Bool "Turn off mouse pick" - set true
1a. wherever your mouse pick event is located, have a bool test and a state that can temporarily disable this action
2. on the UI that opens have a transparent button across the entire screen that when left clicked on will deselect the unit, hide the ui and turn off "Turn off mouse pick" bool.
3. Have your buttons that you need sit on top of the transparent button so that they will fire off as you click them.

In short this will allow for the UI raycasts to hit the buttons. If you click away from the buttons then the transparent button will fire and re-enable your mousePick event.

This should not impact your right clicking for unit movement.

General Discussion / Humble Bundle - Unity
« on: September 04, 2018, 08:31:57 PM »
Here is a great bundle from Humble Bundle for a lot of unity assets from 1 - 15 bucks:
Unity Bundle

Has Gaia, UFPS, Inventory Pro, uMMORPG, Music, Effects.

Playmaker Help / Re: Can't do "Control+S" to save during game?
« on: September 02, 2018, 03:04:18 PM »
The issue you are having is not with Playmaker. Unity is intercepting the ctrl+s input and is attempting to save your scene in the editor. That's why it is throwing the error. To test this combination you will need to build the game as an .exe and test if from there. To see if is it working in the editor try a different combination that is not a typical command.

Playmaker Help / Re: Get Animator State Last Frame
« on: August 10, 2018, 02:42:23 PM »
You could have a animation state specific to this action with a "Changing Gun" Bool to prevent firing during this sequence.

IE. - Idle -> Bool true -> Changing gun state -> Trigger Weapon in -> Changing gun state -> Trigger Weapon out ->  Changing Gun state -> Bool to False->  Idle

This saves you from having to check animation states every frame.

If you want to do a small script to fire off events during the animation then you can use this for reference.

Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 07, 2018, 03:30:01 PM »
What you can do is use the String Replace Action.
This way you can change a word in your string at runtime. You will need to build the string as a local or global variable and then use string replace to change your wildcards.
Eg. "This is a great [item]" -> Set as string variable (Local or Global)
Replace string action -> [item] to your variable

Realistically your probably really looking for something like Dialog System on the asset store. This has playmaker integration and is very robust.

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