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Messages - krmko

Pages: 1 2 [3] 4 5 ... 44
31
Playmaker Help / Re: 2D Player Getting Stuck While Moving
« on: May 09, 2018, 02:58:24 PM »
Have you tried using the Edge Collider?

32
Playmaker Help / Re: Creating new Object without Children
« on: May 09, 2018, 02:56:09 PM »
Are you creatinf the hut from prefab? That shouldn't happen if you are. If you are dropping an object from the scene in that little create object box, there's the source of your problem.

33
Unity has excellent documentation, you should read the part on Rigidbodies and Sleep function.

34
This is a great question, i love the way old school FPS's were made.

You need two objects (actually three, i'll mention third one later), a child and a parent. One will be used to do everything the enemy is supposed to do as well as measure the angle (transform rotation), while the other one will use the LookAt and display the image based on the angle received.

Imagine looking at the enemy from birds perspective, the rotation of the enemy will actually represent the angle. Depending on the number of sprites you want to use, you will split the states accordingly. If you are using four sprites, it's 0-90, 90-180, 180-270, 270-360. I propose doing one more thing - adding another child that will serve as a point the sprite holding object will be looking at, placed just a bit outside so it rotates with the enemy.

There's a small problem though, ss you know, if the enemy keeps rotating in one direction, rotation will go under 0 or above 360, so i advise using quaternions :)

35
What a marvelous app and a fantastic opportunity, i'll be sure to drop you an e-mail :)

36
iOS Help / Re: How to set random float every frame?
« on: May 03, 2018, 04:34:41 AM »
Just loop the state into itself.

37
General Discussion / Re: Looping Background Question
« on: April 27, 2018, 02:18:37 PM »
Use two same sprites for background. Put them one next to another horizontaly. #1 has spawn position A, #2 has spawn position B. Translate them both at same speed. When #1 reaches position C (let's presume it's the point left of the screen if you are "moving" right) use set position to move it to position A. Repeat with #2.

38
Playmaker Help / Re: Problem with Hash Table Concat
« on: April 20, 2018, 01:26:08 AM »
Hmmm...i'll try using the owner instead of referencing, since the fsm in on the object that holds the proxies anyway and let you know.

39
Playmaker Help / Problem with Hash Table Concat
« on: April 19, 2018, 09:55:02 AM »
Hello guys,

i need to join some hash tables, and i believe i set everything right, but the concat doesn't happen. Here are the pics:



This one shows the state that should join the tables, strings are built ok, references are ok.



And here we see that the concat did not occur, they both had 48 and 17 items respectively before the action was executed.

Any ideas on what i'm doing wrong? I hope the tables are not fixed size.

40
Playmaker Help / Re: Global Send event
« on: April 19, 2018, 04:51:00 AM »
You need to create an event and mark it a global for fsm's outside sender fsm to receive it (even if they're on the same object).

Use references instead of prefabs (don't drag and drop stuff from project, reference them on runtime).

I'm not clear i follow.

Let's say you have player that picks up a powerup that disables Phantoms. Phantoms are children of PhantomParent.

Player has attached FSM that detects you picked up a powerup and fires a global event with send event action and broadcasts to all.

You have an event manager so you can set up a global event there from any FSM.

PhantomParent receives a global event and goes into desired state which is disable children.
P

41
Feature Requests / Re: State Groups
« on: April 19, 2018, 01:21:26 AM »
We just need a goddamn rectangle, no fancy shenanigans, is it too much we're asking for  :'( :'( :'(

42
Playmaker Help / Re: Global Send event
« on: April 19, 2018, 01:17:20 AM »
Send event > broadcast all and use the global event name that will be used only in phantoms ("deactivate phantoms").

In each object that hold a phantom put an fsm that will receive the "deactivate phantoms" event and then do whatever it needs to do to its phantom children.

43
Playmaker Help / Re: Improving compile time
« on: April 19, 2018, 01:13:38 AM »
Thanks Alex, the thing is, there already is a playmaker folder in plugins, so i can't move the playmaker folder with actions directly there. But if i'm correct, moving into subfolders of plugins folder also works. I'll check it out anyway, thanks :)

44
Playmaker Help / Re: Detect multiple keys?
« on: April 19, 2018, 01:11:42 AM »
I don't think it's possible to do it in one frame, try separating it in two fsm's and see if it works out for you.

FSM 1:

State 1: get key a, go to state 2
State 2: get key b, go to state 3

FSM 2:


State 1: get key b, go to state 2
State 2: get key a, go to state 3

Since it's basically impossible to press two keys at the same time, two fsm's will make sure the combo is detected regardless of which key you pressed first.

or you can try it out in one fsm too

state 1: get a, if pressed go to state 2, get b, if pressed go to state 3
state 2: check if b pressed, if it is go to state 4
state 3: check if a pressed, if it is go to state 5

45
This is an awesome idea, so simple and so convenient.

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