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Messages - Doh

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This was exactly what I needed, thanks djaydino!

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Playmaker Help / Re: Question about activate objects
« on: September 06, 2018, 04:21:11 AM »
Ah sorry I took from the mention of a hundred characters that you might be doing something like Command & Conquer, if it's more Jagged Alliance then my suggestion about pooling characters is probably not a great place to go then. I should have gotten that from your mention of avatars.

Pooling will likely help with other reusable things though (AI, bullet decals, loot drops, sound effects etc).

Djaydino's approach sounds spot on.

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Playmaker Help / Re: Question about activate objects
« on: September 05, 2018, 03:39:17 PM »
Could you not just set up a prefab of an avatar with all of the potential equipment and your FSM attached, then use a pooling system to hold the maximum number of avatars, then when one should be spawned pull it from the pool?

You'd only need to set up the avatar once.

You could also store all of the objects that need to be toggled on and off in an array, then you only need to find the correct index to pull up the correct item rather than converting strings etc.

Lets say you have a sword at the 4th slot of an array and the way you select the weapon is by clicking a GUI element, you could set it up so when the button is clicked it sets an integer on the highlighted avatar to "3" (the 4th item in the array) and then sends an event to that same avatar that makes it enter a state that gets that integer and applies it as the current item.

Sorry if this is a bit of a messy explanation but the request is a bit broad. Basically I'd setup one avatar completely and setup an array of the items (array actions or arraymaker actions), then pool it, then pull from the pool to spawn avatars (Playmakers new pooling system or PoolManager actions), then have GUI elements send instructions to each avatar when required (UI actions).

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Playmaker Help / Re: Rename Global Event
« on: August 28, 2018, 08:44:40 AM »
Awesome, cheers Jean!

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Playmaker Help / Re: Joystick Control Problem | Please Help
« on: August 23, 2018, 02:18:46 AM »
It would be a good idea to watch these:

https://www.youtube.com/watch?v=PcF_3GlGn1c
https://www.youtube.com/watch?v=od78RhlLXUI

If you can get your head round those you should be able to set up your own.

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Playmaker Help / Re: Joystick Control Problem | Please Help
« on: August 22, 2018, 12:29:32 PM »
I've not played Pubg but I have played lots of DayZ which it would seem to be similar to in a few ways. So it sounds like you're making a 3rd-person shooter on a mobile/touchscreen device and you want your touch input to act like a physical analogue stick.

The simple answer is yes, you can make such a control system, it should be a pretty straight forward 3rd-person character controller.

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Playmaker Help / Re: Raycast Help
« on: August 22, 2018, 02:28:39 AM »
Nice solution.

You could add each object to an array as it is hidden, then remove each object from the array when unhidden. At the point the player is visible you can loop through the remaining objects stored in the array, turning each mesh renderer back on as you go.

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Playmaker Help / Re: Joystick Control Problem | Please Help
« on: August 21, 2018, 09:00:52 AM »
It's difficult to tell from the image exactly what's going on, could you provide an image with the actions expanded?

At the moment I'm leaning toward thinking your "smooth look at" may be fighting against your intended behavior.

Also knowing what type of character movement you're aiming for would help, again I'd guess it's similar to a twin stick shooter with a camera that rotates on the Y axis but it's hard to tell.

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Playmaker Help / Re: Car steering wheel
« on: August 20, 2018, 06:05:43 AM »
The question is a little vague to answer in any detail, however I'd suggest you work out if you need to rotate it using the animator or in playmaker itself.

If you choose the animator then have a read up on sending variables between playmaker and the animator.

If you choose to do it all in playmaker then you'll need to look into taking the data you have (control input, AI etc) and making the data drive your streering wheel rotation.

Best of luck!

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Playmaker Help / Re: Set Material: The secondary materials
« on: August 17, 2018, 02:18:16 AM »
Using "Set Material" you can assign an index, in your case that would be "1".

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Playmaker Help / Re: Raycast Help
« on: August 17, 2018, 02:15:39 AM »
Djaydino is correct, you'll need to rethink your flow of logic.

You should also consider how you disable the object, you may be able to simply disable the object's mesh renderer, though if you require the collider to be disabled too then you could consider additionally changing the Layer the object is on during the process simultaneously (if you do this you can disable collisions between the relevant layers in the layer collision matrix).

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Playmaker Help / Re: Getting public variables from outside Playmaker
« on: August 15, 2018, 02:16:59 AM »
Get Property should be of use to you.

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Playmaker Help / Re: Looking around with Xbox right stick?
« on: August 13, 2018, 12:39:19 PM »
Just a guess here but if it's working temporarily then inverting it sounds like you may have a variable that's accumulating over time rather than resetting at each interval.

I'd recommend observing what each variable is doing before, during and after the point it inverts. It should hopefully become obvious once you do this.

If this doesn't shed any light on the issue please provide some images to show how the states are set up. Best of luck!

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Playmaker Help / Re: Looking around with Xbox right stick?
« on: August 13, 2018, 04:50:14 AM »
I haven't tried to do what you have though would it not be possible to set it up as follows, call pause - record controller/mouse input variables - initiate pause - call unpause - initiate unpause - apply recorded controller/mouse input variables?

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Playmaker Help / Re: Auto-Jump with Raycast?
« on: August 12, 2018, 05:17:11 PM »
I like krmko's solution, it should be a very robust method.

If it doesn't work out though you can also set a max distance for a raycast and trigger a miss event when it doesn't hit an object.

Layers will come in handy too if you need to enable/disable the jump occurring in certain circumstances. You might consider including a state or two to setup the regrounding process that will prevent your character from endlessly jumping into the air after the initial jump. That will obviously depend on the context of your character controller though.

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