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Messages - omgitstri

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1
Playmaker Help / Re: GameObject Array - "Array Clear"
« on: January 15, 2018, 10:10:53 AM »
Hello RocknRoli,

You can use the Array List Take Snap Shot before you add to the array, when you want to revert it back to the initial state, use Array List Revert To Snap Shot.

Hope this helps

2
Playmaker Help / Re: Newbie needs some help
« on: January 11, 2018, 06:33:55 PM »
Hello,

That's a global event. You can get it by right clicking on a State > Add Global Transition > [Event Name]
You can trigger it using the Send Event action

3
Playmaker Help / Re: Object appear at mouse position
« on: January 11, 2018, 04:11:58 PM »
Hello,

Because your Get Mouse Position is set to Normalized, I think it is grabbing a value between 0 and 1, if you uncheck Normalized it might work.

4
Playmaker Help / Re: console errors after updating playmaker
« on: January 04, 2018, 02:26:25 PM »
Hello,

I'm just guessing at this point but i think if you just change

"UnityEngine.EventType.mouseDown"

to

"UnityEngine.EventType.MouseDown"

it should work, I did something similar to it with my project and it worked >.>

5
Feature Requests / Re: Toggle to Maximize and Minimize graph window
« on: December 24, 2017, 11:46:41 AM »
Hello,

I believe it's part of unity, if you hover your mouse over the window you want to maximize then you can press Shift + Space

6
Playmaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:33:46 PM »
Here's a cheaper solution

Have an input manager which Send Even By Name to the FSM that activate/deactivate your objects

Make sure the Reset on Exit is checked

7
Playmaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:29:03 PM »
Hello,

There are multiple ways, I think a simple way is to use "Array List Activate Objects"
Here's what the state would look like if I set it up using it:
  • Set an array list with your 4 cubes
  • Press Space
  • Use Array List Activate Objects to deactivate all Objects
  • Array List Get Next
  • Activate the object you just got

I'm sure there are more optimized way to do it but this is what I can think of off the top of my head right now.

8
Playmaker Help / Re: Need some help on Arrays please
« on: December 19, 2017, 12:16:22 PM »
Hello,

Before you go back into the Loop State. You could add a condition check. For example let's say you tag all the buttons to have the tag Button. You can have a check to see whether the tag is "Button" if it's true then you transit over to the Loop State else go back for the Get Next Child

9
Playmaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 03:58:45 PM »
Hello,

Here's the unity scene that i've set up. Hope this helps

I'm only adding the scene since i'm not too sure how to create a package sorry. And i made here that the actions used are teh basic one.

10
Playmaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 11:32:34 AM »
I'm only grabbing the rotation of the arrow, I'll make a unitypackage for you in a few hours, still at work lol. It might take a while for me to make the package though, i've never tried it before.

11
Share New Actions / Re: CreateObject Advanced ( parenting and naming)
« on: December 14, 2017, 08:10:14 AM »
Hello Jean,

I got the update on the action and I am getting this error when I try to instantiate an object.

Quote
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.CreateObjectAdvanced.OnEnter () (at Assets/PlayMaker Custom Actions/GameObject/CreateObjectAdvanced.cs:95)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1851)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:501)

Sorry for causing more trouble TT.TT

12
Playmaker Help / Re: Easy & quick answer? Find Game Object action
« on: December 12, 2017, 07:38:09 PM »
I'm following along with the tutorial on Unity's website:
https://unity3d.com/learn/tutorials/topics/asset-store/playmaker-basics-and-invisibility?playlist=17132 ( even though I don't have the necessary assets as the link is dead )

What looks like it should be very easy; using a Find Game Object action to location a prefab in the project folder (4:55 in the video ) and assign it to a variable, when I run play mode the variable refuses to locate the game object.  I've tried multiple types of assets.  It briefly worked with a basic cylinder that was in the hierarchy but just once and not since.

I'm sure this is a simple issue but I've just lost two hours trying to figure it out.  Please help!

Hello eccoecco,

I'm pretty sure the Find Game Object only works with objects in the scene. What's happening in the tutorial you've linked is that they probably instantiated that weapon into the scene when they start the game, that's why he uses the Find Game Object action to find it.

I haven't messed with this too much but if you want to get a prefab from a project, you could use the Resources Load action. You need to make sure the prefab you want is inside a Resources folder.

Hope this helps.

13
Playmaker Help / Re: add force isn't doing what i want
« on: December 12, 2017, 07:23:39 PM »
i'm not totally sure what you mean 600, i tried using add force on the newly spawned object, that's how my original setup worked but i'm still getting odd behavior

Hello jellyam,

I've try to put together a quick scene, here's what I got
Also, it turns out you don't need to set the object as a child, all I did was apply force to the object after I instantiated it.


14
Share New Actions / Re: CreateObject Advanced ( parenting and naming)
« on: December 12, 2017, 05:35:38 PM »
Hello,

This is a great action! I was wondering if I could make a small request if it's not too complicated.

Since we can parent the Gameobject to a parent, is it possible to set whether the Position and Rotation of the spawned object will be using the World Space or Local Space? I notice that it is only using the World Space at the moment.

15
Work In Progress... / Re: omgitstri's prototype [Updated 2017.12.4]
« on: December 12, 2017, 05:00:18 PM »
Ahh! :D Super cool looking Tri! :D

I hope you keep posting more, I'm pretty fascinated by this :)

Could I ask how you're doing the grid selection? And then building everything inside of them?

:D

-craigz

Hello craigz,

Here's a small summary to answer your question.

Could I ask how you're doing the grid selection?
Requirements: Vector3, 3 floats variables
Actions: Mouse Pick, Get Vector3 XYZ, Set Vector3, Float Round to Nearest
Summary: Basically I set it so that when I use the mouse click the first time, I take the pick location as a Vector3, after that I break it down into float values for the X, Y, and Z axis, afterward I reassign it to the first vector variable. From there if you want to keep that value then you just have to use another v3 variable and save it.

And then building everything inside of them?

Requirement: Array List, A lot of math.
Actions: Mostly just Create Advanced Game Object
Summary: This is actually quite complex so I'll try my best to explain it, I'll just explain how I got the Floor to work and the rest is just an expansion of it.

First you need to prepare the Tile Prefab. I use a square and made sure that the pivot point is at the corner of the square.

Then you need to do a lot of math... so using the grid picking FSM I made, I managed to find out the Volume of the area that I picked (Pick the first v3 and then add it to the second v3 and get the volume, I used an Absolute value here incase the vectors are negative)

So knowing the volume will help me get the size of each of the side of the "Building", let's use 3x3 in this case (Since I'm only going to explain about the floor, we don't need the third value)

I set up a Manager object which calculate how many tiles i can fit in a 3x3 and then with Array List, I save out all the positions that the tile can go.

For example, the first tile will be at 0,0
The next one will be 1,0. Then 2,0. Then the x axis resets and I add 1 to the y axis. so 0,1 1,1 2,1 and it goes on until i get all the Transform position.

After that it's the easy part:
  • Create empty gameobject at picked location, renamed it to "Group"
  • Create Tile Prefab as a child object of "Group"
  • Use get next arraylist action to get the Transform and set it to the tile
  • Repeat until I instantiated all tiles

If you are interested, I added my very first flowchart that I made for this prototype, it has some mistake in them but it is the general flow of how I made this builder.
https://sites.google.com/view/omgitstri/prototypes/wip-builder?authuser=0

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