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.

Topics - Raknill

Pages: [1]
Playmaker Help / Convert float to... float[SOLVED]
« on: October 23, 2016, 07:13:01 PM »
So, I thought this might be easy (you've probably heard that before), but I'm hitting a roadblock.

Basically, I have a slider that has it's value set between 40-80. I want to control an animation using Set Animation Time, which requires a value between 0-1.

I'm looking to sync the animation with the slider, basically taking the sliders float value of 40-80 and converting that to a 0.0-1.0 to control the animation. 

I tried messing with Convert Float to Int, and then converting that back to a float, but I'm not getting the synchronous behavior I need. I think this should be relatively simple, but I'm here to learn.

Thanks in advance for any help, let me know if more explanation is needed.

Playmaker Help / Fading in an Alpha Value
« on: September 21, 2016, 11:13:22 PM »
Hello everyone. I've been at this (I thought) relatively simple task for a few hours, to no avail.

I'm trying to fade in an alpha value on a GUI element, and I just can't get it to work. I'll walk you through what I'm doing here; I'm hoping to learn what I'm doing wrong here.

First, I'm using the GET Property Function to grab the "color.a" value and store it in a float variable called "Newspaper GUIAlpha"

Then, I'm using the "Float  Interpolate" function to interpolate the value of "Newspaper GUI Alpha" (which is initialized to 0) to 255 over 5 seconds.

This has no effect, though. I have also tried using "Float Animate" to no avail.

Am I using "Get Property" wrong? Thanks in advance for any help; looking forward to expanding my knowledge here.

Playmaker Help / Set Animator Float Incrementing Float...[SOLVED]
« on: August 02, 2016, 07:39:44 PM »
Frustrating problem here, only because I've had this working before and now I've seem to run into a roadblock.

On my "guard" character, I have a "Speed" variable that is used to determine whether he should be idle/walking/running.

In my "Get Speed" FSM, I'm using a "Get Property" action to grab the velocity.magnitude of the NavMeshAgent, and then using the "Set Animator Float" to set the "Speed" variable equal to it.

Now, the "Set Animator Float" state is incrementing my "Speed" variable and not setting it equal. I've pretty much determined that the "Set Animator Float" action is the culprit, as with it turned off, the "Speed" variable does not increment (this behavior can be seen in the linked video).

Anyone know what's going on?

Playmaker Help / Open Level Exit When Array Value is Reached
« on: July 05, 2016, 08:51:35 PM »
Hello there, relatively new to Playmaker so bear with me.

In my game, the player will collect an amount of objects. The objects will simply dissapear (Destroy Self) on collection, and an "Objects Collected" array will be incremented by 1.

When this array reaches a certain amount (say, 4), a Trigger is made active on the level, and upon entering that trigger the next level is loaded.

I'm having a bit of an issue in getting Playmaker to recognize the array count and check against the value. It's entirely possible I'm using the wrong action state, but I've taken a few pictures below to show my process.

In the first state, the array value is set to 0. I want to do a check in the second state, and when the value reaches a certain amount (for testing, I have that value set to 1), the trigger is made active.

Possibly of little use, but here's a picture of my Object Collectible state machine, for posterity. This has been placed on a simple sphere for now.

Thanks in advance!

Just purchased Playmaker and installed it, and I'm getting an error that prevents me from adding the FSM component to my character.

The error is; "Assets/PlayMaker/Actions/ControllerIsGrounded.cs(74,37): error CS0266: Cannot implicitly convert type `object' to `bool'. An explicit conversion exists (are you missing a cast?)"

I haven't yet actually done anything with the system, simply imported into my project which contains my custom character, an AI guard, a camera, light and floor.

I know the issue is vague, but I'm hesitant to make any changes to the default script as I fear messing up the dependencies.

Any help is appreciated. I am using Unity 5.3. Included is a pic of my scene, and of the line in question.

Pages: [1]