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Messages - LordHorusNL

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Feature Requests / Re: FsmVector4
« on: July 25, 2018, 03:15:02 PM »
I have also found instances where Vector4 actions would be useful, though not a lot.

Feature Requests / Re: Send Event choose Fsm component to send to
« on: July 24, 2018, 12:30:52 PM »

Would still like to know if this would be possible to add? Sending an event directly to a fsm component stored as a variable would be great.

Feature Requests / Re: Send Event choose Fsm component to send to
« on: July 14, 2018, 02:13:33 PM »
Yeah i know how to set this up with gameobjects, i just think it would be useful to just reference the fsm as a variable seeing as you can already drag and drop.

Feature Requests / Send Event choose Fsm component to send to
« on: July 11, 2018, 07:49:09 AM »
On the "Send Event" and "Send Event By Name" actions would it be possible to add the option to choose the event target "Fsm Component" to send the event to?

Instead of only being able to drag an drop the Fsm Component.

I've found that the "Get Fsm Bool" and most of the other "Get Fsm Actions" are missing a small section of code that allows the user to loop through Fsm components on the same object.

This is fix is already implemented in most of the "Set Fsm Actions" it would seem.

At present it's set up so that only the value of the first Fsm found on the gameobject is retrieved.

I've fixed it on my end by changing the following.

if (go != goLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);


if (go != goLastFrame || fsmName.Value != fsmNameLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);

I thought i'd just post this in case any other people run into this problem.

Yeah disregard my answer, misunderstood your question ;D

Playmaker Help / Re: Running update and fixed update in one state?
« on: July 06, 2018, 09:47:20 AM »
No that's why i'm asking, i can swear i read jean saying something like that in the past.

"Ease Float" is probably what you want to use, just have it interpolate from 0 to your move speed over time. Just play around with it and it should do the trick.

Something like.

time: 0,5
speed: 2,5
ease type : linear

And set it to not finish because you'll only want it to run once when you enter the state i would assume.

Playmaker Help / Running update and fixed update in one state?
« on: July 06, 2018, 04:02:18 AM »
Hey guys i read somewhere that it's not recommended to run actions that utilize update and fixed update in the same state.

I'm running a "Ease Float" and a "Set Velocity" in the same state, would this be a problem?

Just to clarify.

Playmaker Help / Re: SetVelocity with fixed update
« on: June 13, 2018, 10:44:26 AM »
Why change the timescale? Timescale and physics are linked in unity and changing the timescale will thus impact the way your physics behave, at least as i understand it.

Do you get the same result when running at normal time, with vSync to 0, target framerate to let's say 30 and in full build?

I've read people have problems with target framerate in the editor.

Playmaker Help / Re: SetVelocity with fixed update
« on: June 13, 2018, 08:03:02 AM »
He means that he wants to be able to replicate the lag so he can figure out how to make it run smoothly at any frame rate.

Have you tried setting the vSync count to 0 in the editor and then using the "TargetFrameRate" action to set the frame rate to something like 30?

That might do the trick.

General Discussion / Re: Welcome! Please introduce yourself!
« on: May 16, 2018, 05:39:23 AM »
Welcome Stephen Hawking, great to see such a renowned physicist showing interest in our community!

How will you be using playmaker in production seeing as you died two months ago? :P

Dude calm down, do you even have PlayMaker installed?

I have a hard time believing you can't find this simple answer on every unity forum.

In PlayMaker just go to your "Action Browser" and search for the "Sleep" action

This will force the Rigid Body of the referenced Game Object to sleep until bumped by another Rigid Body.

User Showcase / Re: Valeguard - 100% Playmaker
« on: April 29, 2018, 05:36:31 AM »
Great work Ryan, very impressive for a solo project made in only seven months.

The entire game looks very professional and well put together also a nice variety off enemies.

Playmaker Help / Re: Hanging a rigid body on the wall (picture frame)?
« on: March 20, 2018, 10:36:47 AM »
Rigidbody sleep should do the trick.

The rigidbody will hang in mid air until bumped or picked up.

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