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Topics - unearthly

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Hi, wondering if someone can give me an idea of how to trigger a cut scene from a level then upon returning to that level have the player spawn in a new position?

I have setup cut scenes using video in their own separate scenes with 'load level' actions. Not sure where I might go from there.

Regards Charles

Playmaker Help / Return to title screen on player death
« on: March 13, 2018, 11:31:30 PM »
Hi guys, wondering if you can help me with a minor problem.

I have a return to title screen option working with a key press, but when used to load the title screen after the players death there's a graphical problem. At the players death the screen fades to black before returning to the title screen level,.. but between them a view of the game world reappears for a second. It's that image I don't want appearing.

Playmaker Help / Hiding and showing cursor in levels
« on: March 08, 2018, 03:17:24 AM »
I guess this is very easy to do if you write code, but I would like to know how to use Playmaker to hide the cursor in a level but then have it visible for say a menu screen level with buttons to click. :P

Playmaker Help / Unused global events
« on: February 22, 2018, 04:37:44 PM »
This is perhaps a question with a obvious answer. Is it OK to delete unused global events? What of unused actions (unchecked) still attached to states? Should I remove FSM's that I am not currently using in a project? Is there other housekeeping that's good to do? Junk that if removed would make things run better, or doesn't it really matter?

Playmaker Help / Using Playmaker with Rewired
« on: October 22, 2017, 06:12:46 PM »
Hi guys,

Just started using Rewired. I want to use Xbox and PlayStation controllers in my Windows game, I have set up a Dual Analogue Gamepad map using Rewired Editor.

I have defined all the keyboard and mouse commands in FSM's on my character previously. Can I, and which actions can I use (Rewired integration is done and relevant actions are available), to hook up those commands to that Rewired joystick map? Or is it done otherwise?  :)


As the subject line reads I want to make the player (first person) invisible to an enemy's raycast (vision) behind tall grass. I have the enemy raycasting set up and all is working, accept he can see me through thick high grass.
There are probably simple solutions. Something invisible over the patches of grass that blocks the raycast?

Thanks in anticipation. Charles

Playmaker Help / Animating or transforming positions of child objects
« on: April 26, 2017, 07:21:49 PM »

I have a group of objects parented to another which patrols using way points and seeks the player. All works fine.

Anyone with suggestions of how I might be able to move the children (birds) from their current v shaped flock formation to cluster equidistant around the player, in an attack mode, then return to their original formation in the patrol mode?


I have a key press which if conditions are met, triggers an action. I want to make it so if the action is not triggered again within a specific time a different action subsequently occurs. How could I do this?

Playmaker Help / Set duration of a game object
« on: February 27, 2017, 04:03:22 AM »

I have used an activate game object action on an FSM to show a gun smoke sprite. It is not triggered by a key or mouse press because I only want it active when the gun has ammo. That works fine, but the sprite hangs in the air too long.

I would like to control it's duration (to about a half second). I think I should be able to do that though a float variable. How could I go about it?

Playmaker Help / Acessing another script with Playmaker[SOLVED]
« on: February 22, 2017, 08:53:14 PM »

I have been using a bullet decal asset which uses raycasts with my Playmaker FSM controlled gun fire animations, which is fine except when I don't have any more cartridges to fire the bullet decal component keeps sending out decals on key presses. Is there an action or FSM I can construct to disable the key input within the bullet decal scripts or disable them entirely, then enable them when the gun is reloaded via my Playmaker FSM and fired?

Perhaps there is another approach? I don't know how to code, so if anyone can help I would appreciate it.

Playmaker Help / Health pickup FSM[SOLVED]
« on: December 14, 2016, 03:41:21 AM »

I have made an Health Manager FSM which works fine for showing damage to the player using float values into a health bar, but I have been unable to feed in health pickups. Can anyone suggest how I can do this?


Playmaker Help / An FSM that checks an animation is running
« on: December 07, 2016, 02:54:05 PM »

I want to make an FSM that can check if an animation is running and use it as a precondition to allow a subsequent animation to be activated by a button press.

Thanks in anticipation.

Playmaker Help / Swapping weapons[SOLVED]
« on: December 06, 2016, 06:02:57 PM »

This is a second question about using my pre-made imported animations on a player controller.

I have an 'idle gun' animation as the initial animation running on the player controller:

How can I set up an FSM which includes a button press to play my 'lower gun' animation, then a 'raise melee' weapon animation, followed by that weapons idle animation?

Then the same button press to play the 'lower melee animation, then 'raise gun', back to  the 'gun idle' animation.

Playmaker Help / Triggering an animation using game object speed[SOLVED]
« on: December 06, 2016, 05:37:36 PM »
Hi all.

Made a set of animations for weapon handling attached to a first person controller. I did this in a 3D application imported into Unity as an FBX. I am not using Animator. Thought all I had to do was assign button presses via Playmaker. I was so wrong, much more to do.

The first thing I would like to do is change from one animation to another dependent on the controllers speed (an idle animation, to a run animation), then back again when the player moves under a set speed.

I am guessing I can use 'Get Game Object Speed' with a float variable. Don't really know what to do next. Perhaps something to store that variable and something to reference it for the value at which I want the other animation to run.

Appreciate feedback. This will probably be the first of many posts asking for help to run these animations.

Playmaker Help / weapon switching
« on: November 20, 2016, 12:37:50 PM »
Hi, I have attached a weapon game object with animations to a first person controller but want to be able to change it with a button press for another weapon using PlayMaker. And to switch back to the first weapon using the same button press. How best to construct an FSM to do that?

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