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Messages - nFighter

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Playmaker Help / Re: How to "Get and Set Rotation"?
« on: September 20, 2018, 02:46:17 AM »
Didn't you just use Get Rotation and Set Rotation actions for that?

Playmaker Help / Re: Weapon Spread, how to?
« on: September 18, 2018, 04:34:08 AM »
Sure. What part exactly are not clear for you?

Playmaker Help / Re: ArrayMaker - HashTable random reorder
« on: September 18, 2018, 01:14:00 AM »
Oh, so my approach related on iterating tables with GetHasTableNext is not  a common using way  :-[

Playmaker Help / Re: Weapon Spread, how to?
« on: September 17, 2018, 12:42:10 AM »
If I would solve something like this I'd prefer to make it this way:
1) found the point of bullet hit with a raycast;
2) get the random point around the original point inside some small radius;
3) increase or decrease this random search radius depends on your tasks.

This way you will have accuracy independent from raycasting object, camera, e.t.c. And you will be able to precise manipulate accuracy with search radius (float variable )

Playmaker Help / Re: Creating patches/updating content
« on: September 17, 2018, 12:23:07 AM »
I have tried some ready made patcher/updater assets (most of them was an opensource GitHub projects) and was not succeed. So, I'm subscribing to comments to check if someone have positive experience with updating.

PS. I believe it's more like a "Unity question" rather than a "playmaker help".

Playmaker Help / ArrayMaker - HashTable random reorder
« on: September 17, 2018, 12:16:04 AM »
Hello, fellow playmakers! I wonder, what is the most convenient way to shuffle  HashTable content randomly? There is a fast & simple action to shuffle the ArrayList, but there is no such action for HashTable.

For now I'm thinking about quite complex way like: transfer all the Keys from HastTable to the ArrayList, shuffle them and put to another HashTable. Then search for the Values one by one and transfer from old HashTable to new one. After that I can clear the old HashTable, and transfer all the key/value pairs from new table to old one.  :o :o :o

Did I missed something, maybe there could be some other simpler way?

« on: September 03, 2018, 08:39:24 AM »

Playmaker Help / Re: Working with Prefab FSM VERY slow
« on: August 26, 2018, 06:37:48 AM »
Do you use any "call method" or "get/set property" directly? In my experience all direct communication with external objects could slow down the editor dramatically.

Share New Actions / Re: take camera screenshot
« on: August 24, 2018, 09:16:57 AM »
Did you pay attention, that putting the action to LateUpdate fixed the UI issue? New action grab the UI perfectly  ;D ;D ;D


 the bug seems to be still present...



Share New Actions / Re: take camera screenshot
« on: August 24, 2018, 07:56:54 AM »
Yes! Perfect! Thanks a lot, it works  ;D ;D ;D

Share New Actions / Re: take camera screenshot
« on: August 23, 2018, 01:15:54 PM »
I also have a screenshot with exactly the same frame, but with Motion Blur turned on in a PostProcessing. As you can see it somehow blends and smear the hair objects from the proper position and without IK position. So it definitely make a screenshot a little bit faster then all the necessary scripts in frame are calculating.

Share New Actions / Re: take camera screenshot
« on: August 23, 2018, 01:08:20 PM »
Hello there! I have a quite weird issue.

I'm using FullBodyIK to change head rotation and aiming. But when I make a screenshot it render hair objects (separate obj attached to character skeleton) where they would be without implementing IK.

As I imagine it's something related to the scripts execution order, update/late update and maybe time for execution, but I don't know what to do, actually.

In my Script Execution Order: AimIK placed before PlayMakerFSM. I tried  to make a screenshot with time multiplayer 0, so it's not even relate on my fps, everything was paused at that moment.

Playmaker Help / Re: Playing Animation
« on: August 21, 2018, 09:27:10 AM »
Just in case, I also thought about tuning the Invector's template for my own need. And I believe that it's much more complicated task than it seems. Especially if you'r planning to use playmaker and don't touch the C# scripting part. It's very powerful locomotion/game mechanic framework but Invector hardcode all the logic inside the scripts and you must edit this scripts to achieve decent results.

So I'm highly not recommending to tweaking Melee Combat template with PlayMaker hooks like you trying to do right now. Instead, consider to start from building your very own character controller using the playmaker approach (there is plenty of good tutorials on youtube). Of course it will be a simple one in comparing with Invector's but it will give you a deeper understanding of how the mecanim controller logic works. And it will help you to understand how to tweak other controllers later.

Playmaker Help / Re: Playing Animation
« on: August 20, 2018, 02:53:32 PM »
Didn't Invector template working with mecanim? You should not use "play animations" and so on, instead you need to insert your animation logic to the invector's mecanim animator. After that you can send commands to the animator via set animator trigger, for example.

Playmaker Help / Re: Press and Release (Tap) Spacebar to Fire Event
« on: August 19, 2018, 02:31:32 PM »
Maybe after the KeyDown switch to the state that wait for KeyUp for ~0.3sec and if Key are not going up - it was not a tap so switch to "not a tap" state.

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