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Messages - Krillan87

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1
Playmaker Help / Photon GUI Layout toolbar with rooms in uGUI?
« on: November 13, 2017, 04:13:52 AM »
Hi,

I want to list all my created rooms like the demoworker but use the new uGUI instead of the old one. The action "Photon gui layout toolbar with rooms" that the demoworker use are pretty nice, but I do not know how to use it with uGUI.

Is it possible to use this action anyway, but with some alterations or Is there a similar action for ugui that i can't find?

One approach I tried was to get the room names with an array and then use "array get next" to try to loop through all the rooms but I do not have a lot o experience with arrays so I do not really know what to do when I've looped through them all. I need to write out he names in a list somehow.

Anyhow, can anyone bring some insight in what is the easiest way of listing all the rooms in photon?

2
Playmaker Help / Re: How to delete global transitions/clean up project?
« on: November 13, 2017, 02:08:54 AM »
Hmmm very strange,
Can you send a bug report?
Goto playmaker/tools/submit bug report.
Give as much information you can + a link to this thread.

Things like if the project has been updated from a older version..
explain what happens when you remove globals and so on.

I just made a bug report. This is not a big issue, just more annoying than anything

3
Playmaker Help / Re: How to delete global transitions/clean up project?
« on: November 09, 2017, 05:21:53 AM »
Hi,
What Unity and Playmaker version are you using?
I just tried on a clean project and added/ removed some globals and it seems to work on my end. using pm 1.8.5 and unity 2017.2

I'm using Unity 2017.2.0 and playmaker 1.8.5.f8

4
Playmaker Help / Re: How to delete global transitions/clean up project?
« on: November 09, 2017, 04:42:42 AM »
Hi,
Go to Playmaker/Editor Windows/Event Browser you can remove them there.

When you start a new project, only the standard event should be there (about 40+ events)

Before you do, always make a backup of your project!

Okey I think there maybe some kind of a "bugg" or something. As you said, there should only be events that are created in this project. But for some reason every global event that I have ever done in any project is here, and it seems like I can't delete them either. This happens:

https://ChristianE.tinytake.com/sf/MjEwMDMyMF82NTgzMDYz

// Christian

5
Playmaker Help / How to delete global transitions/clean up project?
« on: November 09, 2017, 02:30:35 AM »
Hi,

Just a quick question. Is there a way to delete my global transitions? If I want a global transition/event to a action and I:
Right click on an state -> add global transition -> Custom events. I see every global transition i ever made, from all my projects since i first started to use playmaker. Some of them are misspelled transitions and just other random stuff.

I like to keep the project clean to better have overview and to minimize the risk that I accidentally use wrong global transition.

Why do I even see events from other projects to begin with, and how can I delete/remove them?

/Chrsitian

6
Playmaker Help / Re: Disable all player inputs
« on: November 09, 2017, 12:36:37 AM »
Hi,
In code you would use a bool 'isEnabled' i think same can be done in PM by using a "bool test"

But you could also use a global event "disable/enable input" and disable pointing to a 'idle' state.

For the jump i would go for a bool test and have 2 states, one for jump only and the other for jump/shoot.

Hello again Dj Dino ;)

Aha, the idea with a global event would work. However, then I need to go into every fsm and add this empty state. I feel like that should be an easier way, but maybe I'm wrong.

7
Playmaker Help / Disable all player inputs
« on: November 07, 2017, 06:14:46 AM »
Hi,
I have a simple question that I feel should be a simple solution to. Is there a action to disable all player inputs.

For instance, if a character dies I want to disable the inputs so you can't control your character when he is dead. To have a state that disable all the relevant FSMs are one way, but I feel that there should be a custom action for this instead.

Same thing goes if you maybe want to disable an action, but do not want to disable the whole FSM. For instance, if you want to disable the abillity to shoot while the character is jumping, but do not want to toggle off/on the jumping-FSM.

Right now I have a "jump-string" that I swap to a weird keyboard key, but there is a very dirty way. Here I just wanted to disabled the inputs from the space-key instead.

I feel like there maybe already is a simple why to do this, but I can't find it.

// Christian

8
Playmaker Help / Re: How to get inpact vector?
« on: November 07, 2017, 03:00:43 AM »
Hi,
You can use tags and you can add a 2nd collider on the same object and set as trigger.
on your trigger event set a tag for the wizard (called enemy or wizard for example  :) ).
now the trigger will only trigger on that tag.

You can set multiple trigger events in a single state if you need to check multiple tags.

If you are using tags already and you can't use them for the trigger, then you can get the custom action "trigger event by layer" on the Ecosystem
this works similar as tags.

Alright, I think I got everything to work now. I just made two layers. One "Player" and one "Bounce". And set upå the correct interaction in the physics-mangers.

Thank you for all your help and dedication, can't thank you enough!

9
Playmaker Help / Re: How to get inpact vector?
« on: November 07, 2017, 02:42:37 AM »
Hi,
You can use tags and you can add a 2nd collider on the same object and set as trigger.
on your trigger event set a tag for the wizard (called enemy or wizard for example  :) ).
now the trigger will only trigger on that tag.

You can set multiple trigger events in a single state if you need to check multiple tags.

If you are using tags already and you can't use them for the trigger, then you can get the custom action "trigger event by layer" on the Ecosystem
this works similar as tags.

Hmm...maybe i should do some work with tags to get it to work. But the main issue is the size of the colliers. If the collider with bounce-material is bigger than the collider with trigger, the fireball will never reach the trigger-collider because it will hit the bounce-collider first and just bounce away :(

The other issue is that when the axe hits the wizard and there is a collider with a material on the axe, it will push the wizard away because the collider on the axe will hit the character controller...

10
Playmaker Help / Re: How to get inpact vector?
« on: November 06, 2017, 05:29:38 AM »
Hi,
Do you want it to bounce back to the wizard or bounce off the wall like if you would throw a ball to the wall?

i can't test at the moment but
if the 2nd one i would create a 'physics material' and place it on the fireball collider
on the 'material'
You can play around with the friction and stuff, but you can start by setting static friction to 0 and Bounciness to 1

and use a 'look at' and then a 'set velocity' or 'add force' (space set to 'self' and i think in Z direction)

Alright, I think got a pretty good result now. I ended up with the bounce-material thing. And instead of "move towards" I use the "look at" and "add force"

Thank you so much for your help. I have another small issue now that I just can ask when we already are talking about it.

So, right now I have 2 colliders on the axe. 1 collider that's handling the physics (the bounce mateiral) and one that have "is trigger" to detect if the actual axe swing hit the wizard and should deal damage.

What is the best practise to go about having 2 colliders on one object? Right now, I have a child that has just a the physics-collider on it that i just a bit smaller then the trigger collider.

The problem with that solution is that the physic-collider needs to be smaller than the trigger-collider, and I would not like that way.

My gut feeling says that I should somehow work with layers here, but I never used them before so I'm not really sure how they work.

You have any input here?

11
Playmaker Help / Re: How to get inpact vector?
« on: November 02, 2017, 02:32:24 AM »
Hi,
Sorry i forgot to mention to set 'multiply'

I think you can use a new object, but with the particle system you might have a better effect when bounce back.

Here you can see how to set it up :



Oh wow! Thanks for the video. The result kinda works and I think that I understand your approach. The multiply by -1 is to get the inverted vector3 right?.

However, the result is a bit random I feel, and I do not really understand why. The relative velocity is always 0.0.0. Is that because one object is not moving?

I should also not that the incoming fireball use a "move to" with a raycast and do not rely on velocity to move. This is because the game is in 3rd person. Look at this video, the bouncing fireball feels a bit random. (tbh. I do not even understand WHY not all just goes to the same place because the velocity i 0,0,0)

I made a video:
https://christiane.tinytake.com/sf/MjA4MTAzMV82NTMzOTY4

12
Playmaker Help / Re: How to get inpact vector?
« on: November 01, 2017, 03:53:48 AM »
Hi,
Try this :

In the info use Relative Velocity.

Then use a Vector3 Operator.

in 'Vector 1' use the Relative Velocity result
in "Vector 2' Set x -1 y -1 z -1
then use set velocity to set the velocity from the fireball (which you can get in the collision event)

Hi,

Thanks for the answer. I did not get it to work in the first try, gonna try more. Why should I use the relative velocity? What to I gain by that?
What operation should I use in the "Vector3 operator"? The default operation is "add".

I also want to add that when the wizard fireball hit the axe, I destroy the fireball and spawn a new one in the same contact point. But your idea seems to actually bounce the real fireball back and not instantiate a new one. IS that a better approach over all?

13
Playmaker Help / How to get inpact vector? [SOLVED]
« on: October 31, 2017, 04:55:01 AM »
Hi,

I have a simple question that I, for some reason, are not able to solve.

So I have 2 characters in my multiplayer scene. 1 warrior with an axe and one Wizard that shoots fireballs.

Now I just wanted to add a feature that the warrior could swing his axe at the incoming fireball to bounce them back (Like a tennis racket).

My approach was to use the "Get collision info" when the fireball hit the object with tag "axe". In the collision info I use the normal to calculate the incoming vector and spawn a new "bounce fireball" that shoots back at the same angle as the incoming fireball hit. But I guess I need to modify the normal vector on some way?

The problem is that I can't manged to set the correct angel/flypath of the bounce fireball, it's always the same angel. My conclusion is that I do not really understand what is meant by "contact normal". Can someone please help me with this simple(?) problem.

Some info:
The fireball is a PArticle system with a sphere collider and rigidbody.
The incoming fireball has a fixed speed that sets at the instantiation of the fireball and do not rely on gravity or world physics.

14
Playmaker Help / Re: Animations do not always sync in Photon
« on: October 17, 2017, 02:34:23 AM »
Hi,

 no you should send the user inputs and deduced the animations control based on these inputs,

if you send the animation states you will be missing the transitions effect and blending.

Bye,

 Jean

Hi,

Yeah I was a bit unclear, that was what i meant. for instance, i send the boolean för "shoot" via RPC and the compute the animation logically. Instead of using the photon animation view

15
Playmaker Help / Re: Animations do not always sync in Photon
« on: October 12, 2017, 02:25:36 AM »
Hi,

 as for smoothness, it's always a matter of middle ground, too much lerping and it will catch up too slowly, while more direct sybch will results in jittering.

 I don't have a definite solution for this and it depends on each gameplay and animations. sometimes synching the input commands make more sense as you can recompute what animations to do given user inputs as opposed to passivly rely on animation synch.

Bye,

 Jean

Alright. Just to be clear, do you mean that I should send the inputs commands (like the animation states?) into a RPC call and then compute the animation locally? Or what/how did you mean?

Thank you for your help, once again Jean! You are a star!

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