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Messages - kinetiknz

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1
Playmaker Help / comparing variables consistantly
« on: January 25, 2015, 07:32:32 PM »
Hi there, I have an FSM system that compares - camera.z to another - camera.z increases all the time, then when they match a wave of obstacles spawn.

I am using float compare to check for the match, with a tolerance of '4' then sending spawn events.

Every time I run the game, it reaches a different length before failing to spawn (match the variables) - this worries me as it's inconsistent.

I am wondering.. Can another action combination replace this that doesn't need tolerance and will trigger exactly when the variable reaches a certain figure?

tweaking the tolerance variable until I get the longest amount of time before failure doesn't seem like it can be the best development method.


2
General Discussion / Re: playmaker - 4.6 GUI
« on: January 19, 2015, 06:05:07 PM »
thanks Boss. get property was my first port of call, but I couldn't find attr's of the new GUI. I'll check again. Thanks

3
General Discussion / playmaker - 4.6 GUI
« on: January 19, 2015, 05:48:59 PM »
Does Playmaker support actions for the new GUI in Unity 4.2

4
Playmaker Help / Re: Instantiating random prefab's
« on: January 17, 2015, 11:13:26 PM »
Thankyou. Worked a treat.

5
Playmaker Help / Re: Instantiating random prefab's
« on: January 17, 2015, 09:15:35 PM »
I just had an idea which may work, but is inelegant.

I could generate a random number and switch through to 10 nodes creating prefab's specifically.

This will probably work, but it means 20 branches for 20 prefabs..

6
Playmaker Help / Instantiating random prefab's[SOLVED]
« on: January 17, 2015, 09:12:08 PM »
Hi there, at a set time I am looking to create/instantiate a prefab based on a pool of prefabs I have created. They have the tag 'wave' on them and I am currently doing this>

1 - get position - spawn location position storage for later
2 - get random object - using the tag filter 'wave' and store it
3 - create stored object object at the location from 1

I think the problem is the get random object.. I'm assuming it only has access to the scene and not the project? I would rather not have all of the prefabs loaded into the scene and use tricks to activate them when needed.

Is there a clean workaround for instantiating random prefabs?

7
Forum Suggestions / Forum Search - down
« on: January 17, 2015, 03:29:28 PM »
Hey, the forum search is down - database error returned

8
Playmaker Bug Reporting / Re: Playmaker 1.7.7f6 -- Unity 5 beta 5.0.0b10
« on: January 11, 2015, 07:26:12 PM »
Thanks Jean, I have moved back to Unity free 4.6 for now. I've come back from a few years away. Great work on the changes you have made to PM!

9
Playmaker Help / iOS - touch and hold with moving camera.
« on: January 11, 2015, 07:18:19 PM »
Hi There,
I am attempting to create an FSM that manages to do this:

The player taps and holds a location on screen which updates where the player character is - in real-time. The trick is, I want the player character to be a child of the camera. The camera is moving in one direction and the speed is increasing. The dynamic is very similar to '1942' and
raiden: https://www.youtube.com/watch?v=5TRkEOY3_kA
but obviously controlled via iOS touch.

Would you convert the touch 'screen-space' into worldspace and compare those coords to the current coords of the character, and then itween move between them every frame?

Thanks for any guidance
Matt



10
Share New Actions / Re: AdMob For PlayMaker - Generate Ad Revenue!
« on: January 10, 2015, 11:35:02 PM »
Hi there, As I start this reply. I noticed there haven't been any comments in 120 days. Is this plugin still relevant or has it been superseded?

I am deciding on an ad revenue system for a simple ad supported mini game.

The features I am after are:

reliability
playmaker actions
ads of a certain size only - I only want them to appear on the bottom of the screen - always.


Can ad sizes be specified? I know this may be an AdMOB question but I can't find much info on determining/limiting actual ad sizes.


Thanks for any info




11
Playmaker Bug Reporting / Playmaker 1.7.7f6 -- Unity 5 beta 5.0.0b10
« on: November 29, 2014, 05:35:09 PM »
When unpacking the Playmaker package into the Unity 5 beta, I get an 'error' stating that it is using old API libraries, and they can be updated. I can proceed and it seem s to install fine. I'm just wondering though.. Is this something I should be wary of further down the line?

12
Pre-release Discussion / Re: Timeline for Flash compatible Playmaker?
« on: July 18, 2012, 09:52:29 PM »
Jay, so far as I know, there has been no update to allow Flash exporting??

This is the one feature that I am waiting for so urgently.

Dev's is there any word on whether it is in progress? And if so, will things need to be re-worked for the Unity 4 release also?

13
Pre-release Discussion / Timeline for Flash compatible Playmaker?
« on: June 06, 2012, 09:32:04 PM »
Hey there, I have been eagerly awaiting the PM release compatible with Flash. Are you guys any closer to being able to give us a date?

I have an app that would be infinitely more useful delivered through the flash platform.
Love PM!

14
Maybe I didn't explain it very well. Unity is just drawing the information in between 2 keyframes. I don't want it to at all.

I have put the keyframes as close together as Unity allows, i.e. neighbouring frames. but it still draws the camera moving really fast between locations for a tiny amount of time.

I might try sampling the animation at a VERY high rate and see if it helps.

15
hey, with and without, I posted on the unity forums, and someone suggested placing an event at every keyframe, moving the transform to the required destination.

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