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Messages - digimbyte

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Share New Actions / Re: Audio ToolKit Actions WIP - Bugs?
« on: September 01, 2013, 12:07:40 AM »
Update: All known Call Functions
AudioController.Play( "MySoundEffect1" );
AudioController.Play( "MySoundEffect2", new Vector3( posX, posY, posZ ) );
AudioController.PlayMusic( "MusicTrack1" );
AudioController.SetCategoryVolume( "Music", 0.5f );

Share New Actions / Audio ToolKit Actions WIP
« on: August 31, 2013, 11:50:08 PM »
I'm trying to build an action script for AudioToolKit
So far i've set up the basics by Modifying an existing one, but it doesn't seem to like the call I'm doing

here is a current version of the Action, Would like to make it modular but we can have an Action for every call

I seem to be experiencing a bug when I try to EDIT my script VIA Unity
Couldn't find Action Script:
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)

Update: Changed line to this
AudioController.PlayMusic ( "" + clipName );
 It works, just need to append the string to a null string, seems to have done the trick

Feature Requests / New trigger Commands?
« on: March 23, 2013, 06:22:43 PM »
one thing that's always troubled me is the way triggers are handled, maybe its a limitation with Unity, but it seems the only way to use a trigger is if it has a script on it.
Ideally we should have an action where you define a trigger object and toggle a variable or finish event depending on that, the current options are limited and confusing because there is no definitive way for making FSM's talk to each other when you don't want to use FSM's on everything

an example would be a ragdoll body with collisions on every limb, and to cut down on the number of FSM's you would just work on a few on a manager FSM that monitors the triggers every frame

is this possible or is it a limitation of Unity?

Playmaker Help / Re: Modular Door Prefab
« on: March 22, 2013, 03:47:57 PM »
Maybe I should upload the project, and you guys can take a look at the door and seeing what I'm doing wrong?

I want it to be modular so i can add door switches and panels and even timed clocks as a map designer would see fit

once its done i hope to include it as a standard package for playmaker

the Setup is this

>Door Root holds everything
>Door Pivot is where the mesh spawns and anything attached to the "Door" is
>Front and back triggers to detect if person is standing there to open door
(this leaves room for optional switch in Bool's to open door)
>Lights Need to listen to the Door's Bools and change accordingly to being 'off' 'unlocked' or 'locked'

front and back need to work independently as the map developer may want it to be a one way door or simply lock one side

The problem I'm having
>setting the lights if they are on/off and disabled
>Sending the trigger events so they open the door and wait until the player has left that side

I'm getting some really weird behavior...
i've been bug testing and redesigning this door and for some reason one of the triggers with a game object variable in the inspector changed from its defined target to send its bool too, changed its target to the player (Player_FPS)

I'm not sure if this is simply an update ghost issue and not a bug, but it definitely made me double check everything

I'm also noticing that game objects in variables changed the underscore to a space which may cause some issues, not sure

Playmaker Help / Modular Door Prefab
« on: March 14, 2013, 07:12:52 PM »
Hey guys
I've been messing around with a few things and I thought making a door prefab to use in almost any game

please bare with me,
Basically, a trigger on front and back and a logic bool for either side to lock/unlock each side or have the door disabled
if door is disabled, lights are off and trigger function does nothing
if trigger entered door must open, wait, then check to see if player left, if not, wait again and loop

I have all that setup
the problem is I'd prefer the trigger unlock/lock on the root of the prefab but i don't think there is anyway around it other then having a trigger with an FSM
which adds an INT value to the root

but i can foresee problems and bugs if i simply add and subtract INT values, so Bool's would be more ideal

I've wanted to try the template system to develop a door system simular to sci-fi games

anyway, i want a bool available in the inspector to enable/disable triggers for the doors, but unfortunately it seems bool wasn't fixed to be displayed in the inspector

I updated to 1.5.3

Official Action Updates / Re: NGUI Integration (WIP)
« on: February 13, 2013, 11:51:44 AM »
How to disable NGUI Panels in Playmaker explained;
the Get/Set can disable things perfectly fine but its not a recursive (what ever that is)
I looked into it more and PlayMaker has a recursive disable/active script that can auto reverse on state exit
"Activate Game Object"

Official Action Updates / Re: NGUI Integration (WIP)
« on: February 12, 2013, 07:27:34 PM »
So I'm using NGUI for my menu's and i've hit an issue
I use Get/Set from playmaker to Set the Panel i want to Active = False
the idea is this should disable the panel and it would be inactive until its needed

problem is, even though its inactive, i can still click on it, sound effect plays and it works still

anyway to fix this or am i disabling panels wrong?

Playmaker Help / Re: setup a scalable GUI with anchor points?
« on: January 31, 2013, 06:21:03 AM »
I would suggest using a GUI solution, playMaker lacks GUI development

I'll be using NGUI from now on and controlling its states with playMaker behind it

Playmaker Help / Re: setup a scalable GUI with anchor points?
« on: January 28, 2013, 06:44:37 PM »
I ran into an issue and it seems GUILayout Buttons are NOT the same as GUI Button
which isn't compatible with any of the GUILayout actions

so now i have to redo my entire projects menu system to correct this
it seems foolish though because this is making a huge mess of actions when All i need is to have a few elements anchored to the screen which can be done quite easily, but not in playMaker

Maybe PlayMaker needs a GUI Drive system where you can anchor and work with a gui much more powerfully like XML or visually?

just my honest opinion but its become complex just to have 4 buttons in certain places.

Playmaker Help / Re: setup a scalable GUI with anchor points?
« on: January 28, 2013, 02:53:57 PM »
A Note to those looking for the solution, the current method is to use
GUILayout Flexable Space which fills an area or void and pushes elements aside which is nested in this order
GUILayout Begin Area
 > GUILayout Begin Vertical
  > GUILayout Begin Horizontal
   > Insert Top Left Elements here
    >GUILayout Flexible Space
   > Insert Top Right Elements here
  > GUILayout End Horizontal
 > GUILayout Flexible Space (this pushes the bottom elements down)
  > GUILayout Begin Horizontal
   > Insert Bottom Left Elements here
    >GUILayout Flexible Space
   > Insert Bottom Right Elements here
  > GUILayout End Horizontal
 > GUILayout End Vertical
GUILayout End Area

Playmaker Help / Re: setup a scalable GUI with anchor points?
« on: January 28, 2013, 02:45:11 PM »
I downloaded and looked at the examples, its definitely allows an element to be pushed to that position, but Im wary as its not really anchoring it, but pushing it aside with an invisible region, i guess if you need multiple objects to one corner it needs to be in a sub Gui Area

my only issue is scale GUI which is crucial for mobile platforms, the issue with mobile being that even if a button is 'normalized' to the screen, the font isn't, requiring GUI scale to amend the issue
GUI Scale applied to the example scales the whole GUI and not a certain element

Maybe each element needs to be on its own FSM, but that could become a mess quite quickly

Playmaker Help / Re: setup a scalable GUI with anchor points?
« on: January 26, 2013, 06:59:32 PM »
the way around it, is to set up variables that get the screen widthXhieght and add the leftXtop too it

I've been tryign to do it by editing the FSM of the button but its not liking it
I don't know how Hutong coded it but the Button "Left, Top, Width, Height" seems to be related to another script which i cant find, i would be shooting in the dark

but somewhere in the FSM for the Buttons and GuiGroups it needs the following

Code: [Select]
public FsmFloat AnchorLeft; // 0 -> 1.0 float
public FsmFloat AnchorTop; // 0 -> 1.0 float

rect.x = (Screen.width * AnchorLeft) + Left.Value;
rect.y = (Screen.height * AnchorTop) + Top.Value;

what this does is gets a normalized position from the screen Rect and simply adds the button offset to it
I haven't got it to work as FSM coding is some what fragile and limited on the GUIButton

Ideally this should be in its own GuiLayout but that's not possible due to the clipping which cant be disabled

Playmaker Help / setup a scalable GUI with anchor points?
« on: January 24, 2013, 12:44:59 PM »
Hey guys, I finally got around to exporting my game to Android and I discovered a few issues
Specifically Scale

the issue is on HD screens, even though they are 4-5 inches contain 1600x900+ resolutions
and on my phone the GUI did not display correctly, Text was small and buttons far apart and stretched
the reason for this is the text is a set size of 22 and the buttons set to a ratio

the way to solve this, is to remove normalize and scale to increase text size and give more power and flexability over the GUI

now, I've come across some minor issues to do this.
Im not sure how I would use Scale GUI and alter the float depending on the size of the screen, maybe divide the screen size by a predefined size that would be ideal for the default scale

now the main issue, is how to anchor a button to one corner or the other using a pixel (not normalized) offset inside Scale_Gui
My attempt to anchor the button to the corner was to use GUILayout_Begin_Area however it clips anything outside its region
I'm not familiar if there is an alternative and ideal solution for this, so i was hoping someone might have some suggestions to use a normalized point and allow negative coords into an element

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