playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - intrikit

Pages: [1] 2 3 ... 9
1
Playmaker Help / [SOLVED] Time Window for Combo System
« on: October 19, 2015, 09:43:46 PM »
I'd like some insight on how I would make a timer for a combo system. I would like to allow the player to score X amount of points if they can kill a certain number of enemies within a certain amount of time. It would reset if the player gets hit or if the time runs out.

Any thoughts would be great. Thanks!

2
Playmaker Help / Animate Vector or Animate Float not working
« on: September 21, 2015, 12:43:13 AM »
I'm trying to animate the scale of a game object. So I used a Get Scale action and stored the Vector3 in a variable. Right underneath it I have an Animate Vector3 action but it doesn't animate. I've also tried this with a float to no avail. What could I be missing?

Thanks in advance!


3
Playmaker Help / NavMesh Agent Velocity to Mecanim
« on: September 12, 2015, 12:31:51 AM »
Hey guys,

I've read a similar topic here:

http://hutonggames.com/playmakerforum/index.php?topic=10245.0

But I thought I'd start a new thread. I need to get an Agent's velocity and turn it into a parameter to drive root motion in Mecanim. What is the best way to do this? I know there is a "Get Game Object Speed" as well as numerous NavMeshAgent actions. Some suggestions as to the best approach would be appreciated.

Also, I need to consider the agent turning around once a waypoint has been reached.

4
Playmaker Help / Re: [Need help Asap] Disable Player Control
« on: July 23, 2015, 11:04:00 AM »
You can use the Activate Game Object action and uncheck the Activate box when you enter an enemy trigger. If you don't want the player model to disappear, I would put the controller on another object and deactivate that.

I'm sure there are other ways to do this using variables as well.

5
Playmaker Help / Re: Top Down Shooter Controller
« on: July 22, 2015, 01:04:34 AM »
So instead of creating different versions of the same FSM for a weapons change system, I just took another controller (third person) from the same vendor which had a weapons change system built in and merged it with the top down camera from the other asset.

It took some effort hooking it all up but I think I am close to figuring it out. I'm encountering a problem though in which the player moves according to where the mouse is aiming (as you would want it for a third person over the shoulder view) as opposed to moving according to the top down camera. It makes for a very awkward experience.

The movement is using root motion in Mecanim. I know it's a bit vague as it will take a while to detail out the complexities, but any ideas would help!

6
Playmaker Help / Re: Top Down Shooter Controller
« on: July 14, 2015, 01:31:26 PM »
The base of the default Pistol FSM though is well-done. It might take a bit more modification to use it for the Melee mode, but it's got a good set up for how it interacts with Mecanim. Off the top of my head, the only thing I can think of that needs switching is a punching mechanic that will take the place of a firing mechanic.

Anyways, I will post updates on progress when I get deeper into it. I think it's worth a try to use it as a base for all modes.

Thanks for your input! I just wanted to run it through more experienced PM users.

7
Playmaker Help / Top Down Shooter Controller
« on: July 14, 2015, 12:36:08 AM »
This is more of a general question and not so much about a specific technical issue. This is more like a question about approach and concept.

I just purchased a Top Down Shooter controller off of the Asset Store and it's made with PlayMaker. The package includes an animated (Mecanim) model with a pistol. It shoots and kills enemies and there is a camera rig that follows it. It all works well and seems like a great starting point.

Seeing that the only weapon supported by this controller is a Pistol, I want to add support for a Rifle and Melee mode. So my approach would be to copy the Pistol FSM and create two other versions for the Rifle and Melee, then adjust accordingly ie. use appropriate animations, firing rate, ammo etc.

These FSM would then be activated if the player acquires the corresponding weapon (the melee FSM being the default running FSM).

Anyway, I hope this "question" makes sense as I know it's quite broad. I just wanted to get opinions if this is the right approach or if there might be better solutions.

8
Share New Actions / Re: Steamworks.NET
« on: July 06, 2015, 02:59:06 PM »
Men, this is being hard(i´m not a programmer)
I will keep trying and will give my best.
Cheers
Seb

Thanks for trying! I've actually updated to 5.1

9
Playmaker Help / Re: Zooming Out with Orthographic Camera
« on: July 05, 2015, 11:52:43 PM »
Thanks Dark Soul and 600 for your efforts in setting up examples. I've tried both of your methods and Dark Soul's worked.

Currently, you need to press the key again to set the zoom back to normal. How would you do this by holding/releasing the key instead of pressing it again?

As it stands, my understanding of variables and how they can be used are limited and I'm trying to understand how you've come up with these solutions.

10
Playmaker Help / Re: Zooming Out with Orthographic Camera
« on: July 04, 2015, 10:31:52 PM »
Thanks for your response.

The thing is that an orthographic camera doesn't take into account the translation of the camera. It stays the same no matter where the height (Y axis) of the camera is. The setting that needs to be altered is the "Size (orthographicSize)" value.

So what I did was used Get Property of this public float and stored it in a Global Variable. I then used the Ease Float action on two states and plugged in this variable to toggle between the values. It doesn't work though.

Hi,

use Set Property and "orthographicSize" in dropdown, it should work with Interpolate Float (Ease in/out) or other float animations like DarkSoul mentioned.

Thanks, would I use these actions in the same FSM/States? This is how my states are set up.

11
Playmaker Help / Re: Zooming Out with Orthographic Camera
« on: July 04, 2015, 05:29:11 PM »
Thanks for your response.

The thing is that an orthographic camera doesn't take into account the translation of the camera. It stays the same no matter where the height (Y axis) of the camera is. The setting that needs to be altered is the "Size (orthographicSize)" value.

So what I did was used Get Property of this public float and stored it in a Global Variable. I then used the Ease Float action on two states and plugged in this variable to toggle between the values. It doesn't work though.

12
Playmaker Help / Re: Zooming Out with Orthographic Camera
« on: July 04, 2015, 08:54:26 AM »
can you elaborate on this? thanks

13
Playmaker Help / Zooming Out with Orthographic Camera
« on: July 04, 2015, 02:16:37 AM »
Hey guys,

I am using an orthographic camera and trying to zoom out when a key is pressed. I've done the Set Property change for the camera outlined in this thread:

http://hutonggames.com/playmakerforum/index.php?topic=1569.msg6806#msg6806

However, I'm looking for a smoother transition rather than a snap from one value to the other. Any ideas would be appreciated.

14
Share New Actions / Re: Steamworks.NET
« on: June 27, 2015, 04:56:38 PM »
Awesome! Yes I am already a Steamworks developer and have a build configured, achievements set up ETC. Just need to update the build with achievements set at this point. Thanks again!

15
Share New Actions / Re: Steamworks.NET
« on: June 27, 2015, 11:40:52 AM »
Awesome! I'm just trying to get achievements to work at this point. The more features the better though for the future.

Pages: [1] 2 3 ... 9