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Messages - brendang

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1
Playmaker Help / Re: Sending Events From Prefabs
« on: July 14, 2016, 04:19:35 PM »
I know this is an old topic, but I was about to post the exact same question. I can create, say, a control panel for a door that has a button that send a message to a specific door (dragged into the 'specify object FSM' slot).  If I drag another instance of the control panel n door into the scene, the panel has no idea which door to speak with, or worse, is speaking to the original door.

How best to handle Send Event to an instance or in this case, from an instance containing the Send Event?   As Lane mentioned, 'Find Game Object' at the head of such an FSM could work I guess, but I understand it's costly.

Thanks,
B-

2
Playmaker Help / Re: How to Toggle Collider with Set Property?
« on: July 06, 2016, 06:39:39 PM »
Thanks for the heads up. Much appreciation.  :)

3
Playmaker Help / How to Toggle Collider with Set Property?
« on: July 05, 2016, 06:54:35 AM »
Hi all,

I have a simple 3D platformer with a Cube Character. I'd like him to be able to jump up onto 'special platforms' from underneath. My thought was to give him a collider on top, set it as a trigger, and when it collides with a platform from under, disable that platform's box collider(screen2a.jpg) for a moment.

I can access to the platform's Box Collider with Get Property, but I'm not sure how to toggle it, There is only an 'Enable' option (see screen1a).  Using C# it's pretty straight forward, but I'm trying to use Playmaker exclusively for this.

1 - is this the best way to do this?
2 - How do I toggle a box collider I've accessed with a Get Property Action.

Any help would be mighty appreciated.
B.

4
Playmaker Help / Jump Help - Keep moving in direction of Jump?
« on: July 05, 2016, 04:21:55 AM »
These are two separate items that occur during a simple platformer jump (cube character). If you can help with either I would be mighty grateful.

1 - Prevent horizontal axis control during jump (when not grounded). Basically prevent player from being able to change direction in air.

2 - When jumping during a horizontal move, is there a way to not suddenly fall when you release the 'Get Button Down'/Jump button?  The character just drops at this point, and doesn't take it's horizontal movement/velocity into account.

thanks for any assistance.
B.

5
Know you're doing your best, Jean and everyone can relate to the scratch your head WTF feeling...   :o

Good luck
B

6
Just met the eco browser a few days ago... Using 0.4.8

At least 80% of the time I receive the Json Parsing error.  Doesn't matter what I search (text, set text, object, game object...)

I'm sure a lot of work went into it. But it is really frustrating.

7
Thanks Jean,
Good explanation.  Appreciate your time.

best,
B.

8
I am not sure why the UGUI actions are not part of the main PM install.  It's not utterly unseemly to have to use the ecobrowser to get them, but the UI is sort of a basic pillar of Unity, so I can't figure why they simply aren't there.

Thanks,
B.

9
Playmaker Help / Re: Instantiate along a path....
« on: March 04, 2013, 11:50:31 AM »
Wow.... Thanks so much!  So this script will basically do that? How damn cool is that?

So to recap, I should instantiate (Create Object in Playmaker vernacular),  targets but have this script on the when created as prefabs first?  then they will travel along the given path.    I guess I should set up a quick scene to test this stuff out.

Really appreciate your help, Sven.  If you ever find yourself in NYC   We'll hit a Maya user's group and the beers and burgers are on me!

10
Playmaker Help / Re: Instantiate along a path....
« on: March 04, 2013, 10:27:39 AM »
Well... my thought was that I could just use some simple AI type set up where they move toward or Lerp the Vector3 of the player (sort of a stationary shooter), but I wanted to have a little control to the path that they take.  So if I wanted to make let's say, two different paths per door. one that 'walked' and one that 'flew' toward you.  I'd instantiate flying monster targets along the flying path, and walking monster targets on the walking path.   They'll sort of look like Carnival Targets in a blacklight shooting gallery.

Less about logic more about visual esthetic.  If you have an alternate idea, I'd love to hear it.  I'm a design guy, not much of a coder, so I'm sort of thinking like I would if I were animating this whole thing in Maya.

I appreciate your time and interest...alot.

B.

11
Playmaker Help / Re: Instantiate along a path....
« on: March 04, 2013, 09:52:13 AM »
Thanks guys,  I'll distill your great info and see what I can get going.



thanks guys,
Brendan

12
Playmaker Help / Instantiate along a path....
« on: March 04, 2013, 08:03:56 AM »
I'd like to set up a curved path and set randomly timed gameObjects to instantiate (create Object) on it.

Basically I'd like to create waves of enemies (very likely with a pooling plugin but that's another issue), that travel down the path at random time.  My thought was to instantiate empty GOs on the path, then use them as spawn points. But I'm not quite sure how to instantiate to a path.

Any thoughts would be really appreciated.

B.

13
Playmaker Help / Re: Run FSM action question...
« on: February 20, 2013, 09:01:52 AM »
Ahh... well that's clear now.   Oh wait.  Nope, it's not even a little clear....lol
Any chance you could imagine a practical example, even something simple (like blue cube causes red cube to spin...blah blah blah), might help to drop the tumblers into place.

B.




14
Share New Actions / Re: SmartPool released with custom actions
« on: February 18, 2013, 09:02:47 AM »
Jake, did you see my post on your own forum?

15
Share New Actions / Re: SmartPool released with custom actions
« on: February 18, 2013, 06:46:33 AM »
Really appreciate the help help, Jake.  coffee first, Playmaker and Smartpool right after.


best,
B.

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