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Topics - autumnboy

Pages: [1] 2
1
Hi all
 I've got a character currently set up to rotate towards a mouse pick and it works 100% correct and well.

Though I want to be able to change sensitivity on the mouse and I can only do this via get axis vector. Get axis vector stores a vector but it's normalized.

Is there a way I can use get axis vector in conjunction with something to either get the position of the mouse or is there a way to convert the normalized vector into a world space rotation? Or would is there another way I could go about this.



Thanks,
Josh

2
Hi all,

I'm using Pool Manager 5 and Playmaker 1.9.0.p4

When I go to despawn a pooled item I get this error pop up:

SpawnPool Enemy_Bullets: Explosion(Clone)001 has already been despawned. You cannot despawn something more than once!
UnityEngine.Debug:LogError(Object)


Code: [Select]
SpawnPool Enemy_Bullets:Explosion(Clone)001 has already been despawned. You cannot despawn something more than once!
UnityEngine.Debug:LogError(Object)
PathologicalGames.SpawnPool:Despawn(Transform) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:841)
HutongGames.PlayMaker.Actions.PmtDeSpawn:DoDeSpawn() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtDeSpawn.cs:79)
HutongGames.PlayMaker.Actions.PmtDeSpawn:OnEnter() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtDeSpawn.cs:44)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
PathologicalGames.PrefabPool:DespawnInstance(Transform, Boolean) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1483)
PathologicalGames.PrefabPool:PreloadInstances() (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1864)
PathologicalGames.SpawnPool:CreatePrefabPool(PrefabPool) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:374)
PathologicalGames.SpawnPool:Spawn(Transform, Vector3, Quaternion, Transform) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:565)
PathologicalGames.SpawnPool:Spawn(Transform, Vector3, Quaternion) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:601)
HutongGames.PlayMaker.Actions.PmtSpawn:DoSpawn() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtSpawn.cs:86)
HutongGames.PlayMaker.Actions.PmtSpawn:OnEnter() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtSpawn.cs:55)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:DoTransition(FsmTransition, Boolean) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2681)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2252)
HutongGames.PlayMaker.Fsm:SendEventToFsmOnGameObject(GameObject, String, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2621)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2388)
HutongGames.PlayMaker.Actions.SendEvent:OnEnter() (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:OnTriggerEnter(Collider) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3118)
PlayMakerTriggerEnter:OnTriggerEnter(Collider) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerTriggerEnter.cs:21)


Anyone else had this problem? It worked fine before. I'm only calling the despawn action once and it can only be called when the object is active/been spawned.

Thanks,
Josh

3
Hi all,
I'm using Unity 2018.2.2f1
Playermaker : 1.9.0 p4

Also using Nested Prefabs

For some reason whenever I update a prefab where ever that prefab is connected/ referenced in (eg: fsm/array/list) it disconnects.

I don't know whether nested prefabs is having an effect on this. It's been working fine up until updating the project to new unity and playmaker.

Has anyone had this or know of a solution? Should I reimport the whole project?

Cheers,
Josh

4
Hi all, I have a question:

 I have a set of event outcomes in fsms that need to happen from when an action occurs. These actions are the result of a player's input. So its possible for the actions to happen within 5-10 seconds, which means events can be sent that often as well.

The outcome fsm's are obtained at runtime, so I'm currently sending global events for them to activate...But would it be more efficient if I stored them in an array in a 'fsm manager' fsm then send an event to the manager which would then explicitly send the corresponding event to the targeted fsm?

TDLR:
Which is more efficient sending global events or sending multiple events directly to fsms?


Cheers,
Josh

5
Playmaker Help / grabbing angular velocity from agent
« on: June 06, 2018, 05:55:11 AM »
Hi,

I want to play an animation when float (turn) is above x. How would I go about grabbing the magnitude from an agent or an object that is rotating.

Basically I want to detect whether the object/agent is rotating or not and then use the value to play an animation.

Doesn't have rigged body so I can't use Get Angular Velocity.

Thanks,
Josh

6
User Showcase / Nom Nom Apocalypse - Fast food Top Down shooter
« on: May 01, 2018, 03:02:36 PM »
Hey All, I've got a game coming out later this year - delayed to 2019. :) It's a fast food themed top down shooter.  I'm a solo dev and I've been working on this for almost a year now :D

https://youtu.be/UwL2aleBVoo

www.nomnomapocalypse.com







Cheers,
Josh

7
Playmaker Help / Does Spherecast or Spherecast2 hit triggers?
« on: April 20, 2018, 08:39:23 PM »
Hi, Does anyone know if spherecast or spherecast2 detects triggers? I'm having problems casting and I don't think 'show debugging' is working for it.

The Unity manual says theres a query for it:
https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html

I also came across this post, which says they made spherecast2 ignore triggers:
https://hutonggames.com/playmakerforum/index.php?topic=16321.0

Cheers,
Josh

8
I've encountered this problem several times. I have no clue what causes it, but sometimes playmaker will scramble up events or gameobjects. It grabs one event and replaces it with another. I do have a nested prefab program but I'm unsure whether it would change things inside an fsm.

This is seriously frustrating as I have to go and manually fix thousands of errors. If any of them a globally called events I basically have no idea of knowing until I figure out something doesn't work. I lose hours of time fixing up all this scrambling.

Does anyone else have the same problem, is there a consistent cause and is there something I can do to avoid this happening?

Playmaker V.1.8.6.f4

9
Playmaker Help / How to add a FSM/FSM Template from an array at runtime.
« on: February 15, 2018, 05:43:26 AM »
Hi,
I'm trying to add an fsm template stored in an fsm array to an object at runtime.
The action Add FSM Template doesn't have an option to set an fsm template (playmaker fsm/object) variable.

I'm trying to avoid having to make a lot of states to load in individual fsms.

Any ideas on how I can do this?


Cheers,

10
Hey all, I don't know whether it's a Unity thing or the character controller problem. But the player (character controller) seems to be able to climb up capsule colliders, even three times bigger than itself.
The character controller is set to:

slope limit : 35
step offset: 0.05
Skin Width: 0.03
Center: 0.9
Radius: 0.5
Height 1.69
 
Has anyone else had this problem, or know what I might be doing wrong.

Thanks, :)

11
Playmaker Help / Navmesh Agent Zigzag towards player
« on: June 22, 2017, 06:15:15 PM »
Hi all,
I've spent the last few hours trying to figure this out but just can't get it right.
I'm trying to get the a Navmesh agent zigzag towards the player but I can't seem to get the right calculations, but I think I may be going about it the wrong way. 

Does anyone know of a way I can get the Agent zigzaging regardless of the direction they're moving?

Thanks,
Josh

12
Playmaker Help / How to make a A.I plane do a curve turn?
« on: May 05, 2017, 04:02:09 PM »
Hi guys,
I have a plane that follows a target then drops a bomb then goes back to 'home'. I was wondering in between dropping a bomb and going home, how would I go about making it arc turn towards its destination then go to its destination rather than just flipping to that direction.

Thanks for your time,
Josh


13
Hi, Updated playmaker and datamaker and Xml get node Properties action seems to not let me put any variables in the property field or if there is a reference field or variable field in the source selection that gets the variable instead.

get this error as well when selecting the property field:

ArgumentException: Object type HutongGames.PlayMaker.FsmString cannot be converted to target type: HutongGames.PlayMaker.FsmEvent
Parameter name: val

Using Unity: 5.5.0f3
Playmaker: 1.8.2.f7

thanks for your time
Josh

14
Playmaker Help / Aligning smaller gui horizontally with screen ratio
« on: September 17, 2014, 01:41:22 AM »
Hi!

I've set up my big gui to be centered via:
-Position: Y screen resolution/2 - (texture width/2)
-Scale: Y screen resolution/1080   x Texture width & Texture height

 I have smaller gui that sits behind it/in it.
-Position: X screen resolution/2.6 - (texture width/2)
-Scale: Y screen resolution/1080 x Texture width & Texture height


But When the screen is in a different resolution the smaller gui is always off.
I know I'm missing something but I don't know what to fix the smaller gui's position against the y screen resolution and scaling the big gui.

Help would be awesome please.  :)

15
Hi, I'm trying to put my text in a specific position via some variables but don't know where to plug these variables in via playmaker. Is there a way to do it with GUILayout Begin area?


 

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