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1
Playmaker Help / Ray Cast 2d problems in unity 5 with playmaker 1.8.3.
« on: October 04, 2017, 05:59:48 PM »
https://youtu.be/llaonCy3yG4?t=17m51s

Base upon this tutorial I thought I'd not bother adding a 2d sprite to trigger a jumping event. Bare in mind, ground objects do have a tag in order for the Game Object Compare Tag action attempt making a comparison.

I don't know why this isn't working and I am using playmaker 1.8.3.

2
Playmaker Help / Player flying third person camera in playmaker.
« on: October 02, 2017, 03:38:31 PM »
https://youtu.be/X9y6uJoqgaw?t=1m10s

In this video, I'd like to replicate that with FSMs. How does one go about this? I cant seem to figure it out.

Thanks.


3
While theirs the really basic playmaker video tutorial using a capsule, what does that mean when you use a mesh without collision that is the child of that capsule.

On one hand capsule moves better than using a cube, on the other hand when I use a main camera to follow the player, the camera acts nutty and the child spins around.

I guess what I'm trying to say is, how does a person set up a third person controller FSM so the player can rotate to a degree, but... the capsule player doesn't rotate causing the player to spin around?


4
Playmaker Help / Magic Carpet controls.
« on: August 23, 2016, 10:53:59 AM »
While I'm aware of a default flying mechanic script for standard assets, isn't there a way to do this properly with playmaker?

Thanks.

5
Playmaker Help / Placing game objects on a grid
« on: May 01, 2016, 09:58:06 PM »
So I have 1 object that creates prefabs, and that prefab moves towards a empty game object. Here's my problem. When I want the prefab to move towards the nearest game object it only moves towards the first empty object.

Bare in mind there are five empty objects that act as a grid.

How could I get a prefab to move towards the nearest object that the player places it.


6
Playmaker Help / Destroying three prefabs and Array Index errors.
« on: March 28, 2016, 01:37:11 AM »
Hello, I've been having a problem with a array index issue. So I have a manager FSM that adds game objects after they are created, and another object with a fsm that is suppose to destroy three prefabs created when they are on a proxy list.

So when this trigger gets a tag from the prefab objects, it stores it in a local integer variable, when the player pushes three, it is suppose to be stored in a global variable then it transitions into another state that identifies with a int compare action. The problem I'm having is after it only destroys one prefab(which I do have that stored in a global ), I get a error after it is in the same state as a array list remove range action.

Code: [Select]
Index and count do not denote a valid range of elements.
Parameter name: index
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.Actions.ArrayListRemoveRange:doArrayListRemoveRange() (at Assets/PlayMaker ArrayMaker/Actions/ArrayList/ArrayListRemoveRange.cs:70)
HutongGames.PlayMaker.Actions.ArrayListRemoveRange:OnEnter() (at Assets/PlayMaker ArrayMaker/Actions/ArrayList/ArrayListRemoveRange.cs:55)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:200)
HutongGames.PlayMaker.FsmState:OnEnter() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:168)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2155)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2113)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2041)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2171)
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:431)


Again my goal is to destroy three objects that collide with the destroy cube trigger and clear them from the array list on the manager.

7
As I attempt to experiment with version 1.8.0, when I tried to search array list proxy and hash tables in playmaker, I wasn't able to find it.

Why isn't it in this version of playmaker? Is it a issue? Or aren't they suppose to be included in that version?

8
Playmaker Help / Ecosystem causes errors with playmaker 1.8
« on: March 07, 2016, 06:46:55 PM »
For some reason, ecosystem imported into a playmaker 1.8 project has a few errors that don't go away.

Code: [Select]
Assets/net.fabrejean/Editor/MarkDownSharp/MarkdownGUI.cs(176,52): error CS1061: Type `UnityEngine.TextEditor' does
not contain a definition for `pos' and no extension method `pos' of type `UnityEngine.TextEditor' could be found (are you missing a using directive or an assembly reference?)

Code: [Select]
Assets/net.fabrejean/Editor/MarkDownSharp/MarkdownGUI.cs(179,111): error CS1061: Type `UnityEngine.TextEditor' does
not contain a definition for `pos' and no extension method `pos' of type `UnityEngine.TextEditor' could be found (are you missing a using directive or an assembly reference?)

I am using unity 5.3.1 f1 with this.

How can this be solved when I updated playmaker?

Thanks.

9
Playmaker Help / NullReferenceException errors in playmaker 1.7.8.3.
« on: March 07, 2016, 03:48:21 PM »
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.DockArea.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:262)

Is this common in unity 5.1.3 f1 when it comes to this version of playmaker along with arraymaker?

Previously, I did have issues getting the playmaker beta to work properly. So I thought I would stick with this version along with ecosystem. I also had issues getting 5.3.1 f1 to not crash. 

10
Playmaker Help / Help! Key input send event issues.
« on: March 04, 2016, 01:28:13 PM »
For awhile I've been trying to get keys on a keyboard to work as a replacement for mouse clicks in a simon says game.





 I have a separate FSM on the games manager to deal with a send event set to a global event on a cube so the player can send it back to the manager.  So the manager is structured like this video manager below. Except I added global transitions instead of additional touch base scripts found in sebasrez example project as well as bool test.


https://www.youtube.com/watch?v=1p4EmgKqehU

The current set up for the managers FSM.

https://db.tt/lJhDGgos

https://db.tt/r7DyT86T

https://db.tt/lbIzrFBV

https://db.tt/u4XMZDWy

Why is it that the keys don't respond the same way to the manager the same way clicking does in the video?






11
Playmaker Help / Simon Says with blocks ArrayMaker issue.
« on: February 17, 2016, 01:19:09 PM »
For awhile, I have been attempting to rework sebaslive's SimonSays ArrayMaker example project to use moving cubes instead of switching materials on each of cube.

http://hutonggames.com/playmakerforum/index.php?topic=9800.0

This is what I have so far. Click the cubes, press space bar to restart the game.

https://db.tt/yIsm0Ep3

Doesn't seem to work like the original example. Here's what I have for all three cubes for the FSMs.

https://db.tt/8X51M33U

https://db.tt/dVvdDVIQ

https://db.tt/ZfiuBpUW

I thought by using some sort of position & ease float method with the same global transitions and system events that it would work flawlessly.

Why do the cubes act this way?

Thanks.




 

12
Playmaker Help / Random Array Index repetition problem
« on: January 29, 2016, 01:57:27 PM »
I recently started work again on a project using arraymaker actions.

https://db.tt/iUnn5mDK

When the player clicks on a cube, a majority of the time the same cube repeats up as oppose to moving on to the next randomly picked cube on a proxy list.

Don't understand why it does this. I did separate arraymaker actions for each state so it's structured the way it is by the following states in the managers FSM.

After the start state, it's like the following.

Array list count state > Array List Get random state > List Get Next + Iterate state> and the standard bool reset state as well as comparing add position and a separate negative int state(1 state for int and compare, the second for negative int values) so the sequence can reset itself after a sphere is created by a spawning fsm.

Why does this happen?






 

13
Playmaker Help / Creating Mahjong style object array question
« on: January 12, 2016, 03:09:24 PM »
As I'm trying to wrap my head around using arrays to destroy the same or similar object pre fabs with a trigger, I had a idea for prototype game similar to this one.  I know that this game is structured in a way where objects aren't destroyed, but mahjong can be a very complicated game to design with multiple patterns of lining up similar tiles in-game.

Skip through a couple minutes to get to the mini game itself.


https://youtu.be/4TduNfNIV5c

To keeps things more simplified, I thought about using a game manager(that's a prefab to destroy the same or similar prefab objects). Don't understand how this could be pulled off. Wouldn't I have to set up a big cube trigger that can detect other prefab game objs so when more than two tiles are lined up close to each other they can be destroyed?



14
Playmaker Help / Picking up invetory items and dropping them
« on: January 04, 2016, 04:31:11 PM »
Last year I tried to set up a simple inventory system where the game only lets you pick up 2 items to unlock a door. Here's what a thought recently...

So you have a inventory system that picks up items right? What about picking up objects/items then discarding item or drop them. Like ammo being limited and could be easily used up. Or acquiring items that could be placed in the game physically.

Is there a solution for this with int actions or arraymaker?

Thanks.


15
Playmaker Help / Jump and gliding in playmaker
« on: October 30, 2015, 01:19:34 PM »
How does that work in playmaker. Like holding down space bar after the player jumps then glides while also pressing a directional button like A or D.

Thanks.

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