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Messages - Macol90

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Share New Actions / Re: ...just another big Custom Action collection (A-L)
« on: November 02, 2018, 11:59:10 AM »
I just want to thank you for these Actions! I've used several of them. Other than Jean I didn't realize anyone added so many! I just want to say thanks for all your hard work, and your effort hasn't gone unnoticed!

Good luck with the project!
Cheers!
Mike

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It's been nearly a year and this hasn't been implemented...  This isn't a deal breaker of course, but there are so many times in the last year I've wished I had the option to group states!

It's been a while, but I seem to remember Houdini had some really cool ideas when it came to creating inputs/outputs to their grouped nodes. It was all very visual and only took a glance to figure out what nodes did. I believe there was an option to create templates out of the groups and drag and drop them into new networks.

I've been using Amplify Shader and there's nulls that users can use to pin the noodles. This is so helpful! I've created a couple huge networks in Amplify, it definitely isn't as truncated as Playmaker, and those pinning nulls are absolutely necessary.

Thanks again for this great Asset! I've been using node based software for a while and Playmaker felt familiar and easy to use from day one!

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When my FSMs get big and complicated I'd like to put my States into expandable groups.

I've seen this in other visual scripting options. My wish is to be able to have global Transitions flagged at the top of the group, labeled events the noodles are being fed into/out of, and visible comments within the Graph View.

Thank you for this amazing scripting tool!  I'm looking forward to future updates!

4
Android Help / Re: Multiple Fixed Joints on one object
« on: July 15, 2016, 10:01:02 PM »
Nevermind.   I found a stupidly simple solution....
http://hutonggames.com/playmakerforum/index.php?topic=13215.0

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Action Requests / Re: Create Multiple Joints on a single object
« on: July 15, 2016, 09:53:45 PM »
I feel a bit stupid here...  I spent half the day banging my head for solutions, went to a birthday party for 4 hours, came back and wrote the above post, and suddenly the solution came to me!

Get Component: Collide Object (GameObject) then store RigidBody (Object)
Add Component: Use Owner, select FixedJoint as Component and store as Object
Set Property: Target FixedJoint (Object), set connectedBody as RigidBody (Object)

Rinse, Repeat!

Tested and works perfectly!  It's so simple and I wasted so much time!  Sigh...
Closes eyes and whispers: "Game development is fun. Game development is fun!" :)

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Action Requests / Create Multiple Joints on a single object [SOLVED]
« on: July 15, 2016, 08:28:47 PM »
I posted a request in the Android forum for help on this but I'm still having trouble with it.

I'd like to be able to create several (fixed) Joints on an object.

Basically, if an object collides with another object they'll attach to one another. The trick is that I need them to both continue being dynamic and interact with other rigid bodies. That's why I can't parent them or create a new collider based on their boundaries.

Fixed Joint seem to be the only way to go,  but I'll need to attach multiple Joints.  The "Set Joint Connected Body" Action is almost there but it just places the new object in the first joint and creates a second joint with no "Connected Body"! 

This is getting frustrating because I know it's possible but every time I think I've found a solution something goes wrong!

Please help,
Mike

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Android Help / Multiple Fixed Joints on one object [SOLVED]
« on: July 15, 2016, 07:12:48 AM »
I'm creating a game where the objects attach to one another. It's important that they all keep their rigid bodies so they can interact with other unattached objects. Imagine a ball of trash rolling down a hill collecting more trash as it goes.

The best solution I've come up with is a Fixed Joint. Unfortunately there's no way, that I've found, to attach multiple Fixed Joints to a single object.

 - Collide into GameObject, create a Fixed Joint, assign the Collided GameObject to the new Fixed Joint, and repeat - 

The Fixed Joint's "Connected Body" is looking for a RigidBody and won't accept a GameObject. And I can't seem to get the RigidBody from the collided GameObject.

I'm looking into scripting options now but if someone knows of a better solution, or maybe knows of a modified version of the "Set Joint Connected Body" Action, that would be awesome!

Thanks,
Mike

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