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Messages - LogLady

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Playmaker Help / Re: Call events from text file
« on: October 18, 2018, 06:49:56 AM »
Working fine.

As always, thanks Jean!

Playmaker Help / Re: Call events from text file
« on: October 15, 2018, 07:48:39 AM »
After instaling the DataMaker using the Ecosystem this error appeared:

"Assets/PlayMaker ArrayMaker/Addons/Custom/Table/Actions/ArrayTableContains.cs(116,36): error CS1061: Type `ArrayListTable' does not contain a definition for `GetColumnHeader' and no extension method `GetColumnHeader' of type `ArrayListTable' could be found. Are you missing an assembly reference?"

I'm using Windows10 and Unity 2017.4.12f1

Playmaker Help / Re: Call events from text file
« on: October 15, 2018, 06:34:10 AM »
It is a whole new world! Thanks for the reply Jean!

Playmaker Help / Call events from text file[SOLVED]
« on: October 14, 2018, 01:25:37 PM »
Is it possible to call events from tags inside a text file?

Something like this:


It would trigger a event to find and load this "image.jpg" and then set its position to x=400 y=400 z=1


User Showcase / Re: Valeguard - 100% Playmaker
« on: August 13, 2018, 02:15:40 PM »
Really great! Keep it up!

User Showcase / Polymatic - NOW live on Steam
« on: June 27, 2018, 04:13:37 PM »
Made using Playmaker and now live on Steam:

Share New Actions / Re: Steamworks.NET
« on: May 21, 2018, 07:13:40 PM »
A tutorial would be great too. Some got to make it work some not.  :'(

Playmaker Help / Re: Lap system
« on: December 23, 2017, 02:37:13 PM »
I will give a try. Thanks for your reply!

Playmaker Help / Re: Lap system
« on: December 23, 2017, 07:36:52 AM »
Sorry! I forgot to tell that it is a local multiplayer game.

Edit: Even disabling the previous checkpoint and only leaving enabled the next one, the player can enable the last checkpoint and race the track backward to the finish line and a lap would count anyway. Sure, the player would lose the race to the other opponents bug it is buggy and not elegant .  :-\

Playmaker Help / Lap system
« on: December 22, 2017, 08:25:51 PM »

For some long time I've been cracking my head trying to figure how to make a checkpoint and lap system that prevents the player to "cheat" running the track backward and completing the track. Right now I have a gameObject that holds an arrayList (array maker) containing the checkpoints of the track. The car player hits the checkpoint gameObject and add 1 to an interger variable and checks if it equals the number of checkpoints. If equals a lap is complete. What is happening is that if the player goes to the checkpoint 9 and run backwards and hit checkpoint 10 (the last checkpoint in this example) a lap is considered complete. If the player run to lets say checkpoint 3 and then run backward 7 times the lap will be considered complete too. How do I prevent this to happen and only count the lap complete if the player runs correctly?

Thanks for your help!

Playmaker Help / Re: Using Playmaker with Rewired
« on: November 09, 2017, 06:59:39 PM »
You CAN use Playmaker and Rewired to do what you are planning even if you use an unknown/non-listed gamepad (I'm using one and Rewired gives basic support for it you just need to configure). I know that it is really confusing to understand how to use Rewired but I am pretty sure that you can find almost all help you need using the help files. Some vital information are spread across the sections of the help file. Take some time to try to make what you want and look for answers in the help file. If you can't figure it out ask here or directly to the developer. I can asure you that you will regret if you this asset away. :D

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 27, 2017, 02:05:04 PM »
Hi unearthly

There is no need to configure the keyboard or mouse first. If your game only uses a gamepad, you just need to configure it.

Playmaker Help / Re: Using Playmaker with Rewired
« on: October 24, 2017, 03:07:56 PM »

Have you tried using "Rewired Get Player Button"?

After creating your actions inside the Rewired Input Editor, use the "Rewired Get Player Button" action and set it to "every frame" and use and event when the desired button is pressed (or axis used). Inside the next event do what you want and set the "Rewired Get Player Button" action to listen to when you release the button and got to the previous state to listen again for the desired key press.

Hope this helps!

Android Help / Re: Run in background
« on: June 05, 2016, 06:23:47 AM »
Maybe it is running as a service in background. I'd love to take a look at this. Thanks for the reply!

Android Help / Run in background
« on: June 04, 2016, 05:23:59 PM »

I googled about running an Unity application on background but it seems that it is not possible or is possible creating an overlay to run the app as a service.

But would it be possible to do using Playmaker? I'd like my application to access the accelerometer while in background but I have no idea how to do it.

Any help is appreciated.


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