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Messages - GonerGames

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1
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.

2
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
 



3
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.

4
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.

5
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.

6
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.




7
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.


8
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.

9
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 https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html for reference.

10
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.
https://assetstore.unity.com/packages/tools/ai/dialogue-system-for-unity-11672

11
Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 06, 2018, 05:40:46 PM »
Using Build string would work for that.
Set a global string variable as PlayerName and EquippedItem
Then use a Build String action:
Part One: Hello,
Part Two: PlayerName
Part Three: How are you today

etc.

Hope this helps.

12
General Discussion / Re: Mutiplayer game with Playmaker?
« on: July 03, 2018, 05:52:32 PM »
@FunD

Here is a nice guide for basic multiplayer from unity https://unity3d.com/learn/tutorials/topics/multiplayer-networking/introduction-simple-multiplayer-example
It shows 5.3, but is current for 2018.

Also Playmaker works great for multiplayer as well.

13
Playmaker Help / Re: achievements, in game shop, ads
« on: June 23, 2018, 11:32:25 AM »
Sorry,
to clarify SimpleIAP would be for the shop only.
Achievements would have to be done separately.

Thanks

14
Playmaker Help / Re: achievements, in game shop, ads
« on: June 23, 2018, 07:17:13 AM »
Simple IAP works for XBOX as XBOX uses the windows app store for its transactions.
For achievements you could still make them using Playmaker and an array to hold them, with pop up windows, etc.. When you are ready to jump into the Xbox side you can then create a FSM that links the two together. IE. when you earn the achievement in local game side you can fire an event to send it to the xbox side.

Just an option for you. I know it doesn't solve your question, but this would allow to you code in all your achievements, build your game and then look again at assets when you are close to completion. Assets change all the time so something better may come along.

15
Sounds like and awesome death scene :)

I'm not sure how your player/game is setup, but you could do a reset of your variables and then once the screen goes black do a set position back to the beginning. This could be called through a Broadcast All "Reset" Event tied to the FSMs that need to be set back to zero/default values.

Another option, you can duplicate your playing scene so once you are done in playing_scene1 you can async load playing_scene2 during the death animation and load into playing_scene2. Then you can just keep switching back and forth between the two.

Food for thought.


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