playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - megmaltese

Pages: [1] 2 3 ... 16
1
Playmaker Help / Re: Self made Mouse Look
« on: September 17, 2018, 10:34:43 AM »
Wait. The Mouse Lock option IS on Set Mouse Cursor!  ;D

2
Playmaker Help / Re: Self made Mouse Look
« on: September 17, 2018, 02:56:55 AM »
Doh my Playmaker is 1.9, quite updated.

3
Playmaker Help / Re: Understanding Array Get Next
« on: September 13, 2018, 12:36:00 PM »
Uhm, it's strange, because I'm working with templates since days and I didn't meet this problem before... I'll keep you informed.

4
Action Requests / Re: Mouse Look issue[SOLVED]
« on: September 13, 2018, 02:56:41 AM »
Not that there's no solution to this: it's enough to add a FSM that at each frame positions the orbit dummy onto the main vehicle body exact coordinates et voilá.

But it would be a DIRTY solution and would also add quite some coding to my system: at the moment I scan the vehicle to find its POVs and then I cycle through them when the user presses a key, positioning the camera on them.
But if I detach the bird eye POV I will have to change this and I will have an additional object to manage.

I beg you if you find time to correct the MouseLook action so that it simply rotates on X and Y from its PARENT object (and an option can be added to simply use world coordinates) and that thing of getting the rotation from its own object when the script starts.
I think this would make the action clean and complete.

Even though... I also have a suggestion to make it even better: a SMOOTH STOP when the limits are reached would be a nice addition.

5
Action Requests / Re: Mouse Look issue[SOLVED]
« on: September 13, 2018, 02:49:37 AM »
OK, tried in any possible way with parenting, it doesn't work.
When Unity imports a model with Z up, it flips it 90 degrees on X axis.
If you add a dummy to correct this, for some reason the MouseLook action still finds the first parent object and refer to that as "world" axis.
I attached the orbit system, have a look if you have time.
First use it as it is, in the world. It works.
Then make it a child of any imported object from a program that uses Z up, and you'll see.

6
Action Requests / Re: Mouse Look issue[SOLVED]
« on: September 12, 2018, 06:02:48 AM »
Another problem with the MouseLook action: it's not possible to use it as a child of any imported object that comes from a modeling software that uses Z as axis up, because the object gets naturally rotated by -90 degrees on the X axis and you end up rotating around the Z axis (horizontal) instead than the Y axis.
The MouseLook action seems to be using RELATIVE coordinates to the parent object instead than world coordinates.

7
Playmaker Help / Re: Understanding Array Get Next
« on: September 12, 2018, 05:39:35 AM »
OK.

Btw, I have a situation now where I can't drag an GameObject to a field that waits for a GameObject.
Any idea why this is happening?
The field is red, waiting for a GameObject, but when I drag it there, it remains unresponsive.
Never happened before.
The action is ADD TORQUE, but I suspect this is global. Going to check it now.

It's global, it's official: I can't anymore select objects by grabbing them onto actions.
Any idea what can cause this? --- https://youtu.be/vAq2dVFFrak
Just tried in another project and it works. Uffffff...

8
Action Requests / Re: Mouse Look issue
« on: September 11, 2018, 05:50:34 PM »
Tested the action: seems to be working perfectly. The only thing is the secondary object to orient annoyance, but for now it will be ok.
Thank you very much!  :-*

9
Action Requests / Re: Mouse Look issue
« on: September 11, 2018, 04:56:44 PM »
Man I see what you did there! Quite cool  :D
It works, but I wonder: isn't it a bit intricate? Wouldn't it be simpler to just take the actual object coordinates and update the script rotation variables at start?

Btw, to INVERT the directions of MouseLook, just put negative coordinates in the sensitivity  ;D

10
General Discussion / Re: Smooth Portals Demo [ECOSYSTEM] [SEPTEMBER 2018]
« on: September 11, 2018, 02:22:15 PM »
Wow this is cool  :o

11
Playmaker Help / Re: Understanding Array Get Next
« on: September 11, 2018, 08:33:39 AM »
Have you seen the screenshots?
With that setup I get the "too many loops" error.

12
Playmaker Help / Re: Understanding Array Get Next
« on: September 11, 2018, 04:16:32 AM »
I am afraid Playmaker doesn't get this situation in solution and at the moment this can only be made by setting up 8 variables (wheels can be up to 8 ) and the related number of ADD TORQUE actions for each variable in a state :( and eliminating completely the ARRAY GET NEXT action.

13
Playmaker Help / Re: Understanding Array Get Next
« on: September 11, 2018, 04:13:23 AM »
Did as you suggested, but I also have to put a "RELOOP" at the end of the "FINISH" transition in the ARRAY GET NEXT, as the state should not exit until the player releases the button, it's not that I want to leave the state after the loop is done, this loop must be done as much as the player doesn't release the key.

14
Action Requests / Re: Mouse Look issue
« on: September 10, 2018, 10:06:40 PM »
Can't understand what you mean.

15
Playmaker Help / Re: Problem with ADD TORQUE
« on: September 10, 2018, 10:05:40 PM »
Great!  :o :D

Pages: [1] 2 3 ... 16