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Messages - shinodan

Pages: [1] 2 3 ... 12
1
Playmaker Help / Re: Photon Set Master Client.
« on: September 28, 2017, 11:11:54 PM »
Hi,

 ok, maybe I don't understand.

 do you want to force masterClient switch or do you want to check when masterClient is indeed switched ( because it left the room basically)?

Bye,

 Jean

A bit of both to be honest :P, I wanted to tell if the master had quit, if he did I needed my pickup powerups to be deleted and re-instanciated by the new master seamlessly. :D
I basically needed to know if the master client has changed and if it has, give the control of pickups to the new master.

2
Playmaker Help / Re: Photon Set Master Client.
« on: September 26, 2017, 02:24:29 AM »
An action for that would still be great but the idea I had seems to have worked?

Here's a screen shot of my new FSM, No waits or Loops and seems to take effect instantly, I'm pretty happy with it!


3
Playmaker Help / Re: Photon Set Master Client.
« on: September 26, 2017, 12:01:47 AM »
Wow, I've just found the Photon master client switched Global Event. This may do the trick, that's my day sorted!

:D

4
I don't think you need to use the FSM event with data.

"Photon View RPC Broadcast Fsm Event" allows you to send a string of data too. maybe try this, as long as on the receiving end you have a "get event info" you should be able to grab the string sent in the RPC call.

5
Playmaker Help / Re: Playmaker Photon - Suddenly not connecting
« on: September 25, 2017, 07:06:07 AM »
Are you hosting your own photon server from home? Have you set it up to port forward? Try maybe using your photon cloud account to test this?

6
Playmaker Help / Re: Playmaker and Photon - Syncing a boolean
« on: September 25, 2017, 06:56:38 AM »
Didn't watch the video but if you wanted to sync a Boolean all I would do is add a photon view to your gameobject, drag your FSM that stores the Bool into the "Observed" Box of the photon view. Then make sure you have marked the bool as "Network Sync" Ignoring the error it might give you about it. (I think it expects the unity networking, but we are using photon)

Then Provided that the game object is created on all clients, the Bool should be the same for every player.

(I think you might also need to add a "Photon Game object Proxy" script to your object)

7
Playmaker Help / Re: Get Gameobject that sent a RPC call?
« on: September 25, 2017, 06:41:25 AM »
(Edit) - In my experience using playernames for that sort of thing always leads me to a dead end.

Get and Send the photon ID instead as a string in the RPC call then on the receiving end use "Photon find by view ID" Which can get and store the gameobject of that ID. (you have the option to use the ID as a string anyway)

Regards,
Dan

:)

8
Playmaker Help / Photon Set Master Client.
« on: September 25, 2017, 06:13:38 AM »
Hi folks, been trying to come up with own solution for a few days.

Had a look at a invoking methods, had a look around the ecosystem too.

It seems unless I'm blind that there is no clear way to set a new room master manually. I have looked at the photon documentation and can see that there is a actually a method for setting a new master. But since I'm not a scripter I don't really know how to make that into an action.

Also, because "get photon view is mine" and "get is master client" have no option for every frame, I've needed to make a ticker myself and that fires every 0.01 seconds, I hate it doing as I know its bad practice/resource extensive. but at least its telling me who is the master properly.

From here what I'm trying to do, if the master quits, all of the powerups disappear, a new master is selected and the powerups FSM gets activated on the new master. bringing the powerups back.

I have a plan for when I get this working for the powerups to keep their "picked up" status, but I need to figure out how to get my game to sort everything out faster should the master client quit the game.

Half of this is question half of this is action request! sorry :)

I think my job would be easier if get photon view and get master client had every frame options.

Also an action for setting the new master client.

If anyone as any alternative workaround please do let me know!

Thanks,
Daniel x

9
Playmaker Help / Re: ArrayMaker
« on: September 19, 2017, 12:02:39 PM »
How are you "seeing" them? a Raycast or something?

10
Playmaker Help / Re: How can I change objects randomly with a button?
« on: September 19, 2017, 04:45:20 AM »
Don't know how efficient this technically is but its what I have done in the past.

Create an empty Game object and call it "Hats" or something. Put it inside your player object and put all the hats inside it relative to where you want them to appear on your player, then disable them all.

Create your button and put an FSM on it, Create the same amount of states in it of your different hats.

Now make another State that sends a random event, make a bunch of events 1, 2, 3, 4 Ect, link them to your different hat states made earlier.

Now in the different hat states you can enable/disable different hats and make it return to start state and wait for another click!

Regards,
Dan


11
Playmaker Help / Re: Child Object appears to move after collision.
« on: September 06, 2017, 08:56:12 AM »
Hi,

 that's very weird indeed. Can you show more about your setup? like your hierarchy and what components are in there.

 bye,

 Jean

Attached a shot of my unity view for an overall view. Ive tried messing about with rigidbody settings and collider materials too.

 I have also tried removing everything except the player, firepoint and collider. But it made no difference so Ive put everything back into it!

Litteraly the only thing ive found is a box collider. if I use any other it also has weird network consequences like the my player spinning uncontrollably on the opponents client.  :|

12
Playmaker Help / Re: Child Object appears to move after collision.
« on: September 05, 2017, 01:07:53 AM »
Hmmm, When I change from a capsule collider to a box collider the problem stops happening, but now my player wont walk over any surface with a slight bump and that's pretty annoying too ><

Thanks for the reply Jean!, I got no reply on over on unity answers :(

13
Playmaker Help / Child Object appears to move after collision.
« on: September 02, 2017, 09:15:37 AM »
Hi there folks, I'm working on a top down shooter just now and I have an empty game object inside the player as the firepoint.

I cant get my head around why this is happening but at runtime, when my player walks into a wall sideways, it appears to move the firepoint slighltly with no real signs of why, pausing the game and having a look at the firepoint in the scene window shows that it hasn't actually moved. I have also tried to get and set the firepoint location when I instantiate the player (in hopes that would keep it in place).

Here is a GIF with an example of the occurrence.
https://i.gyazo.com/bae45ea5f17ce4dcae7347db15ca6923.gif

I realise this is not playmaker specific but I only use playmaker to make my games
and maybe someone with experience around here has seen this type of thing before....


Thanks,
Dan

14
Playmaker Help / Re: Virtual joystick with Controller asset.
« on: December 01, 2016, 02:44:27 PM »
The solution is Control Freak 2 Amazing peice of kit, hooked me up in 10 mins or less!! Highly Reccomend!

15
Playmaker Help / [Solved]Virtual joystick with Controller asset.
« on: November 29, 2016, 03:54:44 PM »
(Sorry this should have gone in the Android section)

Hi folks, hope all is well!

Wondering if anyone could even point me in the right direction here...

So i have the All in one game kit from the asset store and ive been working on a game for a while now with it. The way im using it is playmaker reads what the player is currently doing with its animation bools. And i have my own charicter imitate its animation.

So my game works with a gamecontroller and mouse and keyboard.

Im now just getting round to wanting to test it on mobile but i cant get any kind of virtual joystick to work, ive tried unitys standard assets, playmakers (from ecosystem) and a few from the unity store.



I used to be able to work virtual joysticks in older unitys, since i have 2 kids and a busy life, i jump in and out of developing games, something has changed about the way they work and i dont know when or what/how....

So here are my thoughts/questions.

How can i make my virtual joystick control my already made game controller script?

Do i need to plug playmaker into the playercontroller.cs?

Would using inputbroker to simulate keypresses be a viable option?

Do i need to remake a separate controller in playmaker that works independantly of playercontroller.cs/joystick.cs?

I thought a virtual joystick would just interact with inputmanager, i mean, you have to define The horizontal and vertical input and they are called the same thing in the input settings?




Any help/guidance to help would be greatly appreicated

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