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Messages - Vanyfraise

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1
Playmaker Help / Re: How to find multiples objects.
« on: December 13, 2017, 08:40:52 AM »
I avoid object pooling, always thought it was too complicate for me to play with but it seems i have to.

I'll try Pooly, thakn you !

2
Playmaker Help / How to find multiples objects.
« on: December 13, 2017, 04:00:31 AM »
Hi guys,

I'm searching for a non-developper friendly way to find multiples objects with tag or something else in my scene. I want to build a cancel bullet feature in my shmup. To do this, i have to find all existing bullets in screen and then deactivate them or thing like that.

Do I have to put all created bullet in an array or something like that ?

As Leeloo said, "Please help".

3
Playmaker Help / Re: Fire and alt fire
« on: November 14, 2017, 06:46:41 AM »
Hi,
Try a different setup :

State 1 : have a 'mouse down' action. on mouse down go to state 2

State 2 : have a mouse up action and a wait. Connect the mouse up transition to State 3 and wait to State 4.

State 3 : Do single shot

State 4 : Do HoldFire and have a mouse up action when you need to know if released, to go back to State 1.

It works but i need to repeat the alternate fire as long the button is pressed !

[EDIT] Ok it works ! I put another state making a loop aside . Thank you very much !


4
Playmaker Help / Re: Fire and alt fire
« on: November 14, 2017, 03:16:02 AM »
I'll try this, thank you.

And thank you for your coin magnet video that i just use to make mine :D

5
Playmaker Help / Re: Fire and alt fire
« on: November 13, 2017, 07:58:01 AM »
After some investigations,
it seems that my bool test, can't accept the bool to be true.

https://youtu.be/7UbyuMrijlU

6
Playmaker Help / Fire and alt fire [SOLVED]
« on: November 13, 2017, 03:45:48 AM »
Hi guys,

I want to make this danmaku shooting system :

  • if player press fire then create bullet1,
  • if player held button x seconds then create bullet2 all long player held down fire button (alternate fire).

For now, i'm trying this :
- Idle is waiting for "Get Button Down", it stores the result in the bool fireIsPressed.
- IsFiringOnce, take position of owner, create the bullet,
- FireBoolTest is waiting for x secondes and is testing the bool :
   - if true (means player's still pressing "fire1" button), it goes to HOLDFIRE event.
   - if false (means player's not pressing anymore "fire1" button), it return to Idle Start state.

Of course, it's not working, i don't know why but the bool does not set to false when the fire button is release.

I try to make a "shootmanager" in another gameobject in the scene, it set correctly the bool but no result when i test the condition (it do not send to the STOPFIRE event, even if the bool is false).

Do i try with the wrong "get..." action or something else ?


7
Playmaker Help / Re: Idle x frames then do something ! (please)
« on: February 21, 2017, 07:16:28 AM »
It works fine, except if i push two keys at the same time.

The count will stay at the -1 value or less.

[EDIT] https://www.youtube.com/watch?v=yL-E6JK7JZg

8
Playmaker Help / Re: Idle x frames then do something ! (please)
« on: February 20, 2017, 07:15:32 AM »
Merci !
I'll try this :)

9
Playmaker Help / Idle x frames then do something !
« on: February 20, 2017, 01:35:06 AM »
Hi, I'm a brand new playmaker noob from France trying to make a game without c# or others code knowledge, i'm in teamdesign...

So, I want to make something happened when nothing is pressed (play animation, add int+1 etc.).
With my script, it's working, except if i press two buttons and release one after the other. Because script understand that i'm releasing a button so it's doing his job.
I guess i have to make a kind of conditionnal or something like that.

Have you got an idea ?

Thanks !

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