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Topics - megmaltese

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Playmaker Help / Unity Bitcoin Wallet!
« on: October 30, 2016, 10:28:03 AM »
OK so I want to be the first to make a Unity Bitcoin Wallet.
As I am not a programmer, I'm asking here what would be the problems arising in doing something like this.
I am planning to use a solid and already well tested API for this, like Coinbase's one or Blockchain's one in example.
What is the opinion of you coding masters?
Is it possible to do something like this using PlayMaker?
Is there anyone that would help me here on the forum with the creation of PlayMaker actions bind to the API?

The plan is to build a wallet with 3D visuals, where models and textures can be downloaded as themes, changing the aspect of the whole application.
This would be the first in its genre at the moment.
I don't know how much success it could have, but I have time to give it a try.

Playmaker Help / Teleport problem
« on: June 11, 2016, 09:50:47 AM »
I'm trying to build a teleport, but when the player (default Unity Character Controller) enters the trigger, the FSM stops at the next state, where I placed the MOVE action, and doesn't proceed.
The player remains stuck at its position, but it can be controlled, rotated, etc., but it doesn't translate.
Looks like the action takes control of the position of the character and locks it there without completing the action.
I tried with different timing and speed, no way.

As per title, I'm considering to remove some bugged actions that practically lock down Unity, to put them back later when Jean fix them.
Is it possible or will the links in the FSMs be broken?

Playmaker Help / The right way to point at... SELF
« on: June 02, 2016, 03:09:57 PM »
I'm having a headache to understand how to correctly point at self object in various situations.
It's easy to drag the object when it's only one, but there are so many scenarios...
In example, what is the difference if I drag the same object of which I am editing a FSM into itself and dragging the prefab on it? Intuitively, I'm using the prefab, so that each object created with that prefab will find itself correctly.
But what to do with templates? If I drag a prefab, it will be... just one of the many objects it can spawn, and in fact now I'm  having a problem: I get all the same owner and I can't proceed.
Is it possible to have an action GET SELF NAME? It would be really useful.
I really don't know how to proceed now, because I need to tell the FSM what's the name of its object.

Playmaker Help / Template problem
« on: June 02, 2016, 02:43:01 PM »
I would like to use templates, but I need to get the self name of an object.
How do you do that? At the moment, I have a variable with an object strapped onto it, but of course this can't work with templates: it keeps using data from THAT object for all the objects, and not from the owners.

Playmaker Help / Maximum number of EVENTS in a state
« on: June 02, 2016, 12:04:32 PM »
I set up a system for my bonuses where a single prefab defines everything by its name.
If I call it in example 0003000, that will be a bonus of 3000 points, and it will spawn the right prefab, and the prefab will do the rest.
I found a problem now though. I have a certain number of these bonuses, more than 20, and the number of possible events in a state seems limited by the size the state can get in the UI.
I added a certain number of events, and it keeps getting them, but they are not visualized past line 16, this last line gets cut in the UI.

Is this to be considered a bug, a limitation, a feature?
Or am I doing it wrong? Is there a better/cleaner way to make this thing clean?

Keep in mind that the bonuses have identified names: there is 0003000, or 0000666 or 0007650. I was setting up case by case with a compare and the string name.
Annoying and dirty work, I know, but once done, I wouldn't have to touch it anymore.

Playmaker Help / Typing a string not in a GUI field...
« on: May 29, 2016, 12:59:33 PM »
I am trying to implement a quick way to access maps in my project at runtime.
I have no GUI objects in the scene.

I would like to type straight into numerical keypad something like "132" and then load map 132.
Should be pretty easy, but instead it proves a hard task with available actions, unless I'm missing something.
In fact, the Key Up and other Key actions only give you back a boolean if they have been pressed.
So, even when I only want to use 10 keys from the keypad I find that I should create a mess of flow for each key.
Is there a way to do this more cleanly?

May I suggest to add to the Get Key Up and other key actions a store variable that is not only a boolean, but a string that gets the key text, so one can build strings quickly without the need for a GUI.

Ye I know this will sound strange but I find myself probably in a particular condition.

The three trigger options ENTER, STAY and EXIT don't seem to cut what I need to do, because I need exactly the opposite: I need to know when the trigger is NOT touching anything.
Using EXIT is out of question because when the character leaves the previous block it calls an EXIT.
So I tried to use STAY, as the character is walking on different blocks, when it leaves the previous block, no matter the trigger is already on another block, the STAY function will be turned off when it leaves the old block.

I really can't understand how I can catch when the trigger is out of every collider without a function that will report me this value.

Playmaker Help / How to make simple enemies
« on: May 24, 2016, 04:27:48 AM »
I already made a couple of enemies for my game: a fireball and a black hole.
The fireball is generated by a fixed enemy, it travels in a straight line and explodes on impact.
The black hole chooses randomly if to chase the player or wander around, however this enemy is as well very simple: it only checks for 2 collisions and in both cases it destroys the touched things.

Now I need to go further and implement an enemy a bit more complex. It's still very simple, but involves collisions for good, so I'm asking experienced coders here how do they proceed.
I have some ideas in mind, but I would like to know if I'm on the right way.

First of all, I would make a collider below the enemy, to know if it's standing on something or it's falling.
Then I would cast a ray from its eye, with a certain random angle with around 10-15 degrees of spread each fram, so to know what's in front of it.
If I find that an obstacle is nearly touching it, I would turn it 180 degrees.

I can't come with anything easier than this. Any idea?

I checked the available GET VECTOR functions but I can't see anything that could do it.
Is it possible that an action like this is missing???
I need to get the actual direction of the owner object and put it in a variable, can't understand how to do it.

Playmaker Help / Another weird behaviour
« on: May 11, 2016, 02:12:39 PM »
So, I have a prefab that is the classic Unity Character, updated with stuff and PlayMaker FSM.
I checked it: I clicked APPLY on the character in a map where this works perfectly, so the prefab is updated.
I made a new map, there's very few elements in it, dragged the Character prefab in it, and voilĂ : says there's no cameras rendering in the scene.
This modification I did to the character is that its cam renders to a texture, and the FSM creates the camera that reders the final view to the player.

OK I solved this while I had this post open, but still here there's something wrong, don't know if in Unity or PlayMaker, I think more in Unity though.
I solved by dragging the good Character on the prefab, replacing it effectively.
I can't understand how this is possible though, this means that APPLY doesn't completely replace the prefab, and at this point I don't know what is that button for really, I thought that when I clicked APPLY I made the prefab in the project the exact same of the one I had in the scene when I clicked APPLY. Useless button?

Playmaker Help / Hard limit???
« on: May 10, 2016, 02:39:39 PM »
Is there a hard limit to the amount of data PlayMaker (or Unity) can manage?
I have somewhat of a scene, with around 1000 objects in it, and probably 800 of them have PlayMaker stuff on them. I use FSM to set up initial state of these objects, then I turn FSM off.
Worked up to now, but now when I duplicate a prefab, it's the same IDENTICAL prefab, I get this error:

FormatException: Input string was not in the correct format
System.Int32.Parse (System.String s) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Int32.cs:629)
HutongGames.PlayMaker.Actions.ConvertStringToInt.DoConvertStringToInt () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:46)
HutongGames.PlayMaker.Actions.ConvertStringToInt.OnUpdate () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:41)
HutongGames.PlayMaker.FsmState.OnUpdate () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:255)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2170)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)

If this is unsurmountable, I will have to centralize the thing, but I'd rather not as it's much more comfortable to work this way, and I'm not concerned by performance at the moment. Also, turning the FSM off after the operations have been executed works perfectly for what I can see.

I'm trying and trying, legacy animations etc., but there seem no way to use the damn animation clips from Unity. Is this true?
In case, the only way to work with PlayMaker and animations is to use the imported ones from the model importer of Unity?

Uhhh I'm sorry, maybe this should go in the help section...

Playmaker Help / Asking help to make a completely physical character
« on: April 27, 2016, 01:32:17 AM »
I need to make a completely physical character, that can correctly interact with the physics objects in the scene.

The Unity character is not good for this: if the character runs into an object, it will kick it away with unforeseeable consequences, usually big kicks to the object, because the character is unmovable and with infinite mass. Or so it seems: it tried to give it a very low weight, but nothing changes.

I need the character to blend completely into the physical world, so it must be a rigidbody (may be a capsule or sphere), subject to gravity, and the player controls it by adding forces, nothing else.

Making a character as a sphere with a camera in the center, and reorient the camera horizontal at every frame is not difficult, but I need something more.

I need the character to be like a capsule .3 radius x 1.8 height and this brings in quite some more complexity, which I am not able to overcome alone at the moment.

First of all, when a force is added to the capsule, in example, forward, the capsule of course will tend to roll, because of the friction with the ground.
So a counter rotation must be added to the capsule to keep it vertical at all times.

I can easily add force to the capsule to move it sideways and jump etc. but I can't imagine how to add this counter-rotation force.

Can anybody help?

Playmaker Help / Using TIME[SOLVED]
« on: April 26, 2016, 10:01:51 AM »
I looked at the TIME actions, but I can't understand how to use them.
In example, if I want to take the actual time when the player press a button, and then check how much time has passed when he releases the button, how should I act?
I am not interested in how much time has passed since the map was loaded or stuff like that, I'm much more interested in knowing what time is it NOW, so I can compare it later on when the button is released with the actual time again.

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