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Messages - autumnboy

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1
Playmaker Help / grabbing angular velocity from agent
« on: June 06, 2018, 05:55:11 AM »
Hi,

I want to play an animation when float (turn) is above x. How would I go about grabbing the magnitude from an agent or an object that is rotating.

Basically I want to detect whether the object/agent is rotating or not and then use the value to play an animation.

Doesn't have rigged body so I can't use Get Angular Velocity.

Thanks,
Josh

2
Cheers   :D

3
Thanks  :)

4
Hey Djaydino,

Thanks! Yep, I do all of it.  :D

I'll need to make some kinda soda enemy boss that burps acid.  ;)

Cheers
Josh

5
User Showcase / Nom Nom Apocalypse - Fast food Twin stick shooter
« on: May 01, 2018, 03:02:36 PM »
Hey All, I've got a game coming out late this year. It's a fast food themed twin stick shooter.  I'm a solo dev and I've been working on this for almost a year now :D

https://youtu.be/UwL2aleBVoo

www.nomnomapocalypse.com









Cheers,
Josh

6
Playmaker Help / Re: Does Spherecast or Spherecast2 hit triggers?
« on: April 26, 2018, 02:14:21 AM »
Okay,
Thanks for the info. Thanks for the action as well.

Cheers,
Josh

7
Playmaker Help / Re: Does Spherecast or Spherecast2 hit triggers?
« on: April 25, 2018, 12:11:07 AM »
I know about the queries hit trigger checkbox in physics. I just came across an old post saying spherecast would ignore triggers:
http://hutonggames.com/playmakerforum/index.php?topic=3658.0

The docs for Unity 2017 say spherecast has an option to detect triggers. If it uses the system default then the spherecast action can detect triggers?

8
Share New Actions / Re: Sphere Cast 2 Ignore Triggers
« on: April 24, 2018, 04:51:36 PM »
Did Sphere Cast 2 hit triggers to begin with?

Cheers,
Josh

9
Playmaker Help / Re: Does Spherecast or Spherecast2 hit triggers?
« on: April 24, 2018, 04:47:53 PM »
bump

10
Playmaker Help / Does Spherecast or Spherecast2 hit triggers?
« on: April 20, 2018, 08:39:23 PM »
Hi, Does anyone know if spherecast or spherecast2 detects triggers? I'm having problems casting and I don't think 'show debugging' is working for it.

The Unity manual says theres a query for it:
https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html

I also came across this post, which says they made spherecast2 ignore triggers:
https://hutonggames.com/playmakerforum/index.php?topic=16321.0

Cheers,
Josh

11
Playmaker Bug Reporting / Re: States randomly just scramble.
« on: April 13, 2018, 10:12:55 PM »
Okay thanks, will do.

No I am not.

12
Playmaker Bug Reporting / States randomly just scramble.
« on: April 12, 2018, 12:09:44 AM »
I've encountered this problem several times. I have no clue what causes it, but sometimes playmaker will scramble up events or gameobjects. It grabs one event and replaces it with another. I do have a nested prefab program but I'm unsure whether it would change things inside an fsm.

This is seriously frustrating as I have to go and manually fix thousands of errors. If any of them a globally called events I basically have no idea of knowing until I figure out something doesn't work. I lose hours of time fixing up all this scrambling.

Does anyone else have the same problem, is there a consistent cause and is there something I can do to avoid this happening?

Playmaker V.1.8.6.f4

13
Playmaker Help / Making snake tail trail behind movement
« on: March 07, 2018, 05:59:30 AM »
Hi, I've got this worm/snake enemy which has a couple of bones in a tail that I would like to trail behind the movement. I found an old script that allowed me to attached a spline Ik to the bones, but it kept bugging out.

 I was wondering if there was a way in playmaker I could get each bone to grab its parent's rotation and make the delayed changes over time. Could interpolating rotation over time achieve this effect in theory?

Does anyone have any ideas/theories I could try out.

Cheers,
Josh

14
I'll give it a shot.

Thanks Jean

15
Playmaker Help / How to add a FSM/FSM Template from an array at runtime.
« on: February 15, 2018, 05:43:26 AM »
Hi,
I'm trying to add an fsm template stored in an fsm array to an object at runtime.
The action Add FSM Template doesn't have an option to set an fsm template (playmaker fsm/object) variable.

I'm trying to avoid having to make a lot of states to load in individual fsms.

Any ideas on how I can do this?


Cheers,

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