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Messages - krmko

Pages: [1] 2 3 ... 56
1
General Discussion / Re: Why forum is too silent ?
« on: December 02, 2018, 03:40:40 PM »
It's weekend. Don't worry, things will be back to speed tomorrow.

2
Playmaker Help / Re: What is normalized time?
« on: December 02, 2018, 12:14:30 AM »
In normalized time, 0 is start, 1 is end of animation.

3
Playmaker Help / Re: Stop multiple weapons from firing at the same time
« on: November 30, 2018, 07:34:58 AM »
I get the vague notion of the idea, i'll give it a go.

4
Playmaker Help / Re: Making an "Inspect Button"?
« on: November 30, 2018, 07:33:24 AM »
Don't use play animation, it's legacy and it doesn't work properly.

1. Put an animator component into the object you want to play the animation, in your case owner.
2. Drop the animation clip into the animator, set ins and outs as you wish.
3. Use "animator play" instead of "play animation". Use the animation clip you dropped as a name.

Try it out.

5
Bump. Any solutions to sorting arrays and copying them to the inspector?

6
Playmaker Help / Re: Stop multiple weapons from firing at the same time
« on: November 30, 2018, 12:51:41 AM »
I have an idea of putting in variable "button pressed time" to alleviate the problem but i'm not quite sure how to implement it, hmm.

7
Playmaker Help / Re: Stop multiple weapons from firing at the same time
« on: November 30, 2018, 12:45:55 AM »
Here's the diagram to show you how it should work to make it easier.


8
Playmaker Help / Re: Making an "Inspect Button"?
« on: November 30, 2018, 12:18:05 AM »
1. You can put on trigger enter, play the animation, then enter the state that waits for trigger exit.
2. You can put get distance, when player enters the defined threshold, play the animation, then enter the state that wait for distance to go above the defined threshold.

9
Playmaker Help / Stop multiple weapons from firing at the same time
« on: November 29, 2018, 12:51:38 PM »
I'm going bald from this, someone please help  ;D

I have three weapons, each starts firing by pressing x, y, z, so i'll call them like that, weapon x, weapon y and weapon z.

I made a neat little fsm for controlling weapons, so when i'm firing with x, let go of the button and press y, weapons switch and y starts firing.

However, to do that, i needed to put get key y, z to state where x is firing, get key, x, z when y is firing and get key x, y when z is firing so weapons can switch without the need for letting go of the buttons.

But the problem is that multiple weapons can fire simultaneously that way and i don't want that, i want only one weapon to fire at a time.

I can solve this by putting mid state in which you enter when you let go of the firing key x, y or z and the you press the button you want, but it's too slow and most of the player actually hit the button for firing the new weapon while they are still holding the button for firing the last one.

10
General Discussion / Re: What's better save game pro or easy save?
« on: November 28, 2018, 06:11:47 AM »
Easy Save, Joel is a superstar.

11
Ah, sorry, i missed the reply! Great, i learn something new every day, thanks!

12
Hello,

If i recall, i used to be able to sort the array list and remove the duplicates and then simply copy/paste the values to the array list to keep it nice and tidy. Unfortunately, that doesn't work anymore.

Any ideas how to handle this problem?

I'm on latest unity beta and latest playmaker beta.

13
Pre-release Discussion / Re: Unity 2018.3
« on: November 19, 2018, 03:41:21 PM »
Now i'm already starting to do go crazy from that missing dll, sort order down thing, it slows the graph editor to stop.

14
Sure there is. Jean covered trail, noise and shape modules, but we need the rest of course :)


15
Playmaker Help / Re: Create Object Glitch
« on: November 11, 2018, 02:58:21 PM »
Instantiation is one of the most expensive functions in the engine, try avoiding it.

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