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Topics - thierry_st_malo

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Playmaker Help / Float Lerp gone[SOLVED]
« on: January 30, 2018, 09:01:10 AM »

In my 1.8.6 Playmaker the Float Lerp action has disappeared, but as of today it is still present in the manual. A pity, because it could be useful. I know, I can use instead something longer and more clumsy. Not an improvement, in my opinion.

Besides... Oh, well.

Playmaker Help / Get Wheel Collider Is Grounded Action
« on: January 25, 2018, 03:21:51 AM »

If you look at the car's left wheel, it is clearly grounded, isn't it?

The "Wheel" game object has a wheel collider that is one of its components, and the terrain has a collider also.

Yet the Get Wheel Collider Is Grounded action keeps sending the "NotGrounded" event. How come?

Thanks in advance.

Playmaker Help / Application Quit doesn't work in the Editor
« on: January 20, 2018, 08:27:20 AM »
And I'm not very happy about it, because it should be clearly stated in the documentation. And it isn't. That cost me a few hours of work and frustration.

I can't understand that: it is so easy to fix! All that was needed was knowing it.

Playmaker Help / Running an FSM for a car driver
« on: January 15, 2018, 06:57:51 AM »

I am working on a car-based game with Playmaker. In the car's FSM I want to use the Run FSM action, calling four times the same FSM template, once for each wheel collider. Basically the Run FSM works very well ; the template is called four times, executes and returns properly in sequence.

But at this point I am lost. I think that in the template I should define the wheel collider and the Game Object that owns it as inputs. So far, so good. But:
1 - I don't want these inputs to be hard-coded, my intention being to re-se the whole system in other cars as a prefab.
2 - How do I define and access the template's inputs in the car's basic FSM, where the wheel colliders are defined?

You will find attached a basic version of the template.
Thanks in advance.

Playmaker Help / Simulating a C# procedure with an FSM
« on: January 11, 2018, 01:08:30 AM »
Hi, all!

I am working on a simple game about car driving.

For every wheel the same calculations are needed and my current approach is clumsy: there are four copies of the same FSM, changing the wheel collider for each.
It would be more efficient to have a single FSM launched four times during a single frame, just as in C# I would have a single procedure called four times.

What I should do, I guess, is this:

1. Launch the FSM for Wheel 1 and wait until it has completed its computations.
2. Do the same for Wheel 2.
3. Do the same for wheel 3, then for wheel 4.
4. Next Frame Event.
5. Restart the whole cycle.

But in Playmaker everything is asynchronous. So, how can I set up this organized sequence of events and actions?

Thanks in advance; I will be bery grateful for an answer.

Playmaker Help / [SOLVED] Array Maker
« on: December 31, 2017, 04:28:28 AM »
A few solemn declarations:

1 - A Very Happy New Year to you all :-)
2 - I am old and dumb. No need to insist on that point.
3 - I got interested in Array Maker because I thought that it would enable me to simulate good old data structures in PlayMaker.
4 - I downloaded the thing from the Ecosystem, but it is flagged as a Unity 4 package. Dumb and old as I am, I have certainly missed the current version. Where is it ?
5 - I have also failed to locate any kind of readable documentation ( html, pdf, whatever ).
6 - I am utterly lost with that thing. Where do I stand ?

Thanks for your help :-)

P.S : I have also failed to activate the emoticons and the text formatting options. I have found how to prevent them, though. Not very bright, huh ?

Playmaker Help / Interaction with normal scripting [SOLVED]
« on: November 27, 2017, 10:32:50 AM »

I try to add a Playmaker FSM to a game that was created with normal scripting, and in my FSM a Get Key Down action doesn't work, as if the keyboard events were "hidden" from PlayMaker. What might me the cause?


Playmaker Help / GUIStyle
« on: November 27, 2017, 08:51:03 AM »
Hi, all!

For a GUILabel action, I need to use a variable of the type GUIStyle. What does it contain and how can I define/access it?


Playmaker Help / Debugging Mode
« on: October 08, 2017, 07:14:53 AM »

I am debugging a game, and my debugging mode is "Step to Next State Change in Any FSM". And now I want to "Step to the Next Breakpoint". Is it possible?


Playmaker Help / [SOLVED] Comment actions
« on: October 08, 2017, 02:36:05 AM »
Hi, all!

I would like to use comment actions to assist in debugging, but apparently they don't create any output, either in the log or the console windows.

What am I missing?


Playmaker Help / An FSM terminates. OK. Then what?
« on: October 02, 2017, 01:49:42 AM »
Hi, all!

Let's suppose that FSM "A" starts FSM "B" (Enable FSM action). "B" is just a sequence of actions. It sends no events, not even an explicit FINISHED and it doesn't loop on itself.
When "B" has executed its last action it kind of stops, I assume. But then, what happens exactly to "B" and/or "A"? In particular, where does the control (which was in "B") go?

Thanks for your help.

Playmaker Tutorials / mdotstrange strangeschool
« on: September 06, 2017, 06:37:21 AM »
Hi, all!

Does anybody know how to get in touch with mdotstrande's strangeschool via E-Mail?
I have bought one of their courses, started it (looks very nice, by the way) but I can't find any directions for logging in to get the rest.

Thanks in advance.

General Discussion / Had to re-install Windows 10.0
« on: August 26, 2017, 12:33:30 AM »
Hi !

Sorry for this message, but I don't know how to contact Support.

My name is Thierry Videlaine and I live in Saint-Malo, France. And I am a registered user, having purchas Playmaker about three years ago.
Following a system crash I had to reformat my hard disc and to re-install everything from scratch, including Windows 10.0. I have lost a good many things in the process, including everything related to Playmaker.

Question : How can I restart Playmaker and upgrade to the latest version ?

Thanks in advance,

Playmaker Help / Why doesn't the ship rotate ?
« on: February 18, 2017, 08:56:44 AM »
That's obviously a very stupid question and I'm ashamed of it, but I would be grateful for an answer. The image shows it all.
When I hit the R key, the "R Keydown" event fires and I get into the "Rotate Active" state. Once there, the "Rotate" action is executed again and again until the R key is released. But the battleship, corresponding to the "Active Ship" variable that is set in the inspector as you can see, does not rotate. Why ?

Thanks in advance,


P.S : Same thing if I bypass the "Active Ship" variable and if I use the "Carnot" game object directly.

Playmaker Help / Log windows
« on: January 26, 2017, 01:38:29 AM »
Hi, all!

I have Unity 5.5 and a very basic problem : I want to use Playmaker's debugging, but:

1 - If I open a log window it closes as soon as the game starts and logs nothing at all,
2 - I can't find anywhere in Playmaker's preferences a switch that enables logging in Unity's console log.

Can you help ? Thanks,


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