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Messages - unearthly

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Playmaker Help / Re: Using Playmaker with Rewired
« on: November 08, 2017, 03:20:20 PM »
Hi jeanfabre

Yes, I am getting confused.   :-\

Have other things to do now, but I will get back to working with Rewired and PlayMaker in a little while. Probably take a few more posts for me to understand how to use them together. I do appreciate your help.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: November 07, 2017, 04:59:36 PM »
Hi guys

Rewired requires a script to be written and attached to the character controller and I can't write code, so it doesn't help me (another paid asset into the trash). I am using the SmartFPController asset anyway, it has basic movement built-in for both  Xbox gamepad and K&M.

I have used PlayMaker to do the keyboard and mouse commands for firing and loading a gun and using a melee weapon, all which work fine.

So what would be the best approach to set up Xbox 360 gamepad inputs (and maybe later PlayStation 4) and link these into my PlayMaker scripts for the keyboard and mouse commands?

I have looked at the Unity Input Manager but can't figure out how to use it with PlayMaker. Besides it lists 404 inputs (perhaps because of the SmartFPController?) which match what gamepad buttons I have no idea.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 27, 2017, 01:39:08 AM »
Hi LogLady

Ahh well, no. I figure I probably need to complete the setup on Rewired for the keyboard and mouse commands first, not just the gamepad. I will try your suggestions soon.

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 24, 2017, 02:26:44 PM »
Thank you jeanfabre.  ;D

I appreciate you doing this. And it will be good for others who want to use Rewired and Playmaker together.

Regards Charles

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 23, 2017, 05:23:21 PM »
Hi jeanfabre,

No it doesn't come with a scene using PlayMaker actions. Their online documentation only refers to Playmaker regards installing the PlayMaker Integration Pack, which I did.

So I really don't know how to use them with Rewired.


Playmaker Help / Using Playmaker with Rewired
« on: October 22, 2017, 06:12:46 PM »
Hi guys,

Just started using Rewired. I want to use Xbox and PlayStation controllers in my Windows game, I have set up a Dual Analogue Gamepad map using Rewired Editor.

I have defined all the keyboard and mouse commands in FSM's on my character previously. Can I, and which actions can I use (Rewired integration is done and relevant actions are available), to hook up those commands to that Rewired joystick map? Or is it done otherwise?  :)

Playmaker Help / Re: How to Share Playmaker Projects
« on: July 10, 2017, 05:20:42 PM »
Hi, I was wondering about the reasons why people share projects? And whether I could I send someone a test scene, to see where I have bugs and how my Playmaker FSM's could better made?

Thanks again DjayDino.

Sometimes the answer is so simple it's astonishing :-[

This one is solved.

Hey DjayDino,

I haven't put a cube over a section of grass, just tested with a cube and while the enemy doesn't see me if I am behind the cube it's collider blocks me when I would want to enter it's volume (to go into the grass to hide).


As the subject line reads I want to make the player (first person) invisible to an enemy's raycast (vision) behind tall grass. I have the enemy raycasting set up and all is working, accept he can see me through thick high grass.
There are probably simple solutions. Something invisible over the patches of grass that blocks the raycast?

Thanks in anticipation. Charles

Thanks jasperPT.

Had a look at Arrays and frankly couldn't see how they might help more than the  iTween Move To actions I have be trying to use. I tried them again and I must have made a small error before cause, it's working like a dream now. I have used a similar approach to the one you described for getting each birds attack position.

Your description of what I needed to do did help clarify the steps needed. Thanks again for taking the time.

Playmaker Help / Animating or transforming positions of child objects
« on: April 26, 2017, 07:21:49 PM »

I have a group of objects parented to another which patrols using way points and seeks the player. All works fine.

Anyone with suggestions of how I might be able to move the children (birds) from their current v shaped flock formation to cluster equidistant around the player, in an attack mode, then return to their original formation in the patrol mode?

Fixed it myself by attaching a wait to the desired action on the Animator state that the original action triggered if are conditions met (plus one or two other adjustments).

With me it's always a matter of trying everything, but the right thing - until I do that right thing!


I have a key press which if conditions are met, triggers an action. I want to make it so if the action is not triggered again within a specific time a different action subsequently occurs. How could I do this?

Playmaker Help / Re: Set duration of a game object
« on: February 27, 2017, 04:27:56 PM »
Thanks again tcmeric.

Used my activate game object (plus a random rotate) with a wait of .1 seconds. Works fine.
I tend to over complicate my fsm's and I had unnecessary actions attached to different states.

che1974 I have downloaded your custom action. To use would I need a create object action followed by your destroyself2 to make my gun smoke?

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