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Topics - kinetiknz

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1
Playmaker Help / comparing variables consistantly
« on: January 25, 2015, 07:32:32 PM »
Hi there, I have an FSM system that compares - camera.z to another - camera.z increases all the time, then when they match a wave of obstacles spawn.

I am using float compare to check for the match, with a tolerance of '4' then sending spawn events.

Every time I run the game, it reaches a different length before failing to spawn (match the variables) - this worries me as it's inconsistent.

I am wondering.. Can another action combination replace this that doesn't need tolerance and will trigger exactly when the variable reaches a certain figure?

tweaking the tolerance variable until I get the longest amount of time before failure doesn't seem like it can be the best development method.


2
General Discussion / playmaker - 4.6 GUI
« on: January 19, 2015, 05:48:59 PM »
Does Playmaker support actions for the new GUI in Unity 4.2

3
Playmaker Help / Instantiating random prefab's[SOLVED]
« on: January 17, 2015, 09:12:08 PM »
Hi there, at a set time I am looking to create/instantiate a prefab based on a pool of prefabs I have created. They have the tag 'wave' on them and I am currently doing this>

1 - get position - spawn location position storage for later
2 - get random object - using the tag filter 'wave' and store it
3 - create stored object object at the location from 1

I think the problem is the get random object.. I'm assuming it only has access to the scene and not the project? I would rather not have all of the prefabs loaded into the scene and use tricks to activate them when needed.

Is there a clean workaround for instantiating random prefabs?

4
Forum Suggestions / Forum Search - down
« on: January 17, 2015, 03:29:28 PM »
Hey, the forum search is down - database error returned

5
Playmaker Help / iOS - touch and hold with moving camera.
« on: January 11, 2015, 07:18:19 PM »
Hi There,
I am attempting to create an FSM that manages to do this:

The player taps and holds a location on screen which updates where the player character is - in real-time. The trick is, I want the player character to be a child of the camera. The camera is moving in one direction and the speed is increasing. The dynamic is very similar to '1942' and
raiden: https://www.youtube.com/watch?v=5TRkEOY3_kA
but obviously controlled via iOS touch.

Would you convert the touch 'screen-space' into worldspace and compare those coords to the current coords of the character, and then itween move between them every frame?

Thanks for any guidance
Matt



6
Playmaker Bug Reporting / Playmaker 1.7.7f6 -- Unity 5 beta 5.0.0b10
« on: November 29, 2014, 05:35:09 PM »
When unpacking the Playmaker package into the Unity 5 beta, I get an 'error' stating that it is using old API libraries, and they can be updated. I can proceed and it seem s to install fine. I'm just wondering though.. Is this something I should be wary of further down the line?

7
Pre-release Discussion / Timeline for Flash compatible Playmaker?
« on: June 06, 2012, 09:32:04 PM »
Hey there, I have been eagerly awaiting the PM release compatible with Flash. Are you guys any closer to being able to give us a date?

I have an app that would be infinitely more useful delivered through the flash platform.
Love PM!

8
Hey there. I have animated a camera along a path, that's all good. When I start my app however the camera is at a different position for the first, maybe half second, then it moves to the position of the first keyframe and begins the correct animation. I get this with all camera's too.

I've noticed that if I select the animated camera in the heirarchy, it show's the same incorrect starting angle. It's as if Unity does not know the current time both in the editor and when the app starts.

eg. if I select the cam, move the timeline to 0:00 its correctly in place, if i select something else, then back to the camera, it is in the wrong place.

Any idea's??

Thanks!

9
Playmaker Help / Playmaker / EZGUI resolution
« on: May 14, 2012, 09:13:44 PM »
Hey so, I am using Playmaker and EZGUI for an application GUI and all logic.

It's all working, but I am struggling with using Playmaker to scale up/down the EZGUI gui when resolution changes. In my case the GUI is 'pixel perfect' so in fact I want it to always scale to make the gui look sharp on screen.

Anyway, the gui starts perfectly at any resolution but after changing res in-app the gui isn't scaling. EZGUI doesn't know that the resolution has changed.

The producer of EZGUI told me that I need to broadcast a message the GUI components that gets them to update to the new resolution.

I've made a script that contains:

function Update () {
BroadcastMessage("UpdateCamera");
}

After enabling the script, nothing seems to update. I know this isn't specifically a Playmaker issue, but I'm hoping someone else has run into the same problem, as PM and EZGUI are a common combo.

I could use the built in 'call method' on the EZGUI button, but I really know nothing of scripting, and what methods even are.

Thanks for any advice.











10
Playmaker Help / Shifting time in an animtion
« on: May 03, 2012, 08:21:12 PM »
Hey there, I am about to have a go at creating a function that allows a user to press a fastforward button and rewind button. A camera is animated (inside Unity) and I'd like the buttons to shift forward a few seconds or so. I was thinking maybe animation events (unity's) could be useful, or maybe storing the current time and doing the math and changing the time, but ifs that even possible with PM??

Thanks for any suggestions

11
Playmaker Help / [SOLVED] Playmaker - scene attribute exposure??
« on: May 03, 2012, 06:46:06 PM »
Hey, I'm looking/wondering if Playmaker has a way of reflecting all attributes/variables present int he scene, in the same way that uScript does this with reflection.

I am looking to simply animate the FOV for a camera, there is no stock action that does this, Is there a way of accessing/manipulating any attr/var ??

12
Playmaker Help / audio source - how to stop a sound?
« on: April 17, 2012, 08:22:07 PM »
Hey, I have a music handler that starts playing a song on the same game object when a button is clicked. When I lead the FSM to a node that mutes/ reduces volume or even changes the audio clip and nothing happens? The node is being processed, and both of the nodes are using "owner' as the selection.

I have been reading a few other posts, and it seems that audio stop is designed to stop the playing of the current clip when it finishes??  

Even disabling the gameobject containing the audio source doesn't stop it.  What is the easy way to do this??

Any ideas?

13
Playmaker Help / [SOLVED] unexpected stop?
« on: April 16, 2012, 04:47:13 AM »
Hey, I have a network, it's too hard to explain it here, but basically, I am disabling certain objects that contain FSM's and enabling other's. I have an FSM that does a few states and then stops on one. The point where it stops only contains an 'activate game object' and it is set to turn an empty game object off.

It stops here, and doesn't flow onto the following node using the FINISHED event.
I have looked through the log, but can't find any clue as to why it stops.

It's a bit pie in the sky, but does anyone have suggestion??

14
Playmaker Help / [SOLVED] Click and drag - Google maps style
« on: April 14, 2012, 07:22:15 PM »
Hi there, I am trying to setup a simple click, hold and drag script that moves a camera around. similar in the way that Google maps works.

I'm having some trouble figuring out the action flow to proceed though. I have mouse click action, and set Position, eventually I will have to invert the values somehow as the camera should move in the opposite direction to the mouse.

As I understand it, I have to do this:

left mouse click down
store the position in a vector
record the movement of the mouse while being held down - how?
compare the current moving vector to the stored one saving the output
invert the output
apply the transform to the camera


Any help very appreciated. Thanks


15
Playmaker Help / [SOLVED] NO PLAYMAKER MENU
« on: March 28, 2012, 02:54:46 AM »
Hey there, I have just installed Playmaker into a my project, I had been using it previously. Anyway, I have no menu for the Playmaker editor. I can see the components in the component list, but have no way of using PM.

I tried removing some plugins that are adding to the menu's ... cubegen, ezzgui, but still doesn't fix things. Ahhhh!

Any ideas??

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