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Messages - Doh

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1
Playmaker Help / Re: Apply force on all objects.
« on: November 29, 2018, 08:48:42 AM »
As usually happens in life, after I explain a problem, a solution comes to mind.

I've cut it down to 2 FSMs on the conveyor, one detects trigger events then adds/removes them from an array on the second FSM, the second FSM then loops through the array applying a velocity to each one, when it reaches the end of the array it does a next frame event and starts over.

This seems to work well at the moment, it's also shone a light on some of my misconceptions as to how much can occur in one frame.

2
Playmaker Help / Apply force on all objects. [SOLVED]
« on: November 29, 2018, 07:32:27 AM »
Hey, I've been setting up some conveyor belt systems over the last couple of days.

I've managed to do it through having the conveyor object send an event to the objects that land on it. Though this method means having every object that has the potential to land on a conveyor have its own FSM just to handle the forces applied to it.

Is there a more simple way to do this?

Ideally I'd like the conveyor to handle everything and just recognize all objects (of a certain layer) within its trigger volume and apply the force to each object itself. This is simple enough with just one object, but I can't see how I'd do it to varying quantities of objects. If there is a way to apply force or set velocity on every object in an array in one state I'd be sorted.

3
Playmaker Bug Reporting / Re: seemingly non-functioning actions [SOLVED]
« on: November 19, 2018, 07:33:07 AM »
Thanks djaydino, you're a goodun!

4
Playmaker Bug Reporting / Re: seemingly non-functioning actions
« on: November 19, 2018, 06:02:59 AM »
Hey Jean,

I re-downloaded Playmaker and installed it again over the top of the existing installation as you suggested though the problem still persisted.

I just updated the action in question over the ecosystem and the problem seems to have gone now.

I should have tried this earlier, I had looked and it wasn't highlighted on the ecosystem as needing an update.

Sorry for wasting your and djaydino's time!

5
Playmaker Bug Reporting / Re: seemingly non-functioning actions
« on: November 16, 2018, 12:02:41 PM »
Hey Jean, just checked and my Playmaker related ones are:

"ARRAYMAKER;DATAMAKER;ECOSYSTEM;ECOSYSTEM_0_6;ECOSYSTEM_0_6_OR_NEWER;N_3_2_0_OR_NEWER;PLAYMAKER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_9_OR_NEWER;PLAYMAKER_UTILS;PLAYMAKER_UTILS_1_4_OR_NEWER;"

6
Playmaker Bug Reporting / Re: seemingly non-functioning actions
« on: November 15, 2018, 12:54:06 PM »
Hey Djaydino, no I don't, I had to look it up just now to find out what it was.

7
Playmaker Bug Reporting / Re: seemingly non-functioning actions
« on: November 15, 2018, 04:56:17 AM »
Forgot to mention I'm on Unity 2017.3.0f3 and Playmaker 1.9.0.p4

8
Playmaker Bug Reporting / seemingly non-functioning actions [SOLVED]
« on: November 15, 2018, 04:48:14 AM »
I've got a weird problem at the moment. I was trying and trying to get the "get signed angle to target" action to work, though it wouldn't return a value at all, it would just stay at zero no matter how I positioned/rotated the objects involved. Then I added another action to the state in an attempt to find something that would respond. On the simple presence of the extra action, they all came to life. I really don't understand this at all. Could someone more knowledgeable shed some light on this please? Or have I found a bug?

I've included a spliced together screen shot to show what happened. The extra action isn't even set up, just present. The left column is how I'd set it up initially with just the required actions, the middle column is with the extra action and the right column is like the middle column but with the extra action disabled.

9
Playmaker Help / Re: How to make wave/sine movement?
« on: November 15, 2018, 03:00:15 AM »
Energy bar toolkit for sine waves? I guessed you missed the thread, but yeah, it's an awesome asset, i'm using itnl too.

Massive oops, sorry must have returned to the wrong tab after fetching the link...

10
Playmaker Help / Re: How to make wave/sine movement?
« on: November 06, 2018, 08:06:18 AM »
I picked up this https://www.assetstore.unity3d.com/en/?stay#!/content/7515 ages ago, it comes with Playmaker actions. I don't use it at the moment as I like to avoid relying on too many assets, however it worked well when I tested it.

11
Playmaker Help / Re: error: GetSceneName : Scene index "1" is out of range.
« on: September 23, 2018, 08:42:57 AM »
This was exactly what I needed, thanks djaydino!

12
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.

13
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).

14
Playmaker Help / Re: Rename Global Event
« on: August 28, 2018, 08:44:40 AM »
Awesome, cheers Jean!

15
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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