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Messages - LordHorusNL

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31
Playmaker Help / Re: Opposite to "don't destroy on load"?
« on: December 13, 2017, 07:52:23 AM »

I get the feeling that you are the creator of this manager? Is there anywhere I can read on more how this thing works?

No not the author, that would be jeanfabre i believe.

I have never used the singleton manager myself, however what i understand is that you need a singleton manager (with a unique reference name) and a don't destroy on load in a Fsm on your scoreboard in every scene.

Offcourse the singleton reference name has to be the same on both scoreboards!

This way if the scoreboard already exists, the scoreboard in the new level gets destroyed and the old one stays in use.

Then you'll have to figure out how to communicate with the old scoreboard in the new level, you would probably want to do this with global events.

I believe that should work, but somebody else would have to confirm this.

32
Playmaker Help / Re: Opposite to "don't destroy on load"?
« on: December 12, 2017, 04:30:20 AM »
Search the ecosystem for the "Singleton" action/manager, i believe this is what you're after.

There should also be some topics on this matter i believe.

33
Playmaker Help / Re: Setting up VR Door with hinges to follow hand
« on: November 22, 2017, 02:15:13 PM »
Good to hear!

VRTK will do just fine for most games.

34
Playmaker Help / Re: Setting up VR Door with hinges to follow hand
« on: November 22, 2017, 09:37:53 AM »
Hi there ToxicFrog.

Most people here will advise you to try VRTK with the Playmaker actions, however i had some problems with VRTK so i dicided to make my own full physics driven interaction system.

So if you just want to use Playmaker, this is what you'll want to do. (there are other ways but this works the best with physics)

Make sure your hands/controllers have a rigidbody on them with gravity/kinematic set to off.

Then integrate the following actions in your door/interactons script to make the door follow the hand/controller.

  • Get Position: of your controller in world space and save the Vector3
  • Get Position: of your door handle in world space and save the Vector3
  • Vector3 Operator: Subtract your ControllerPosition from your HandlePosition and save as Vector3
  • Vector3 Multiply: Multiply that Vector3 with a float (lets say 50/this will control the speed at which the door follows the controller)
  • Set Velocity: On your door/rigidbody in world space using the Vector3 you just made.
(Check Every Frame on all actions)

That should work depending on how your interaction Fsm is setup.

If you have any problems with that just let me know.

35
Playmaker Help / Re: Make guards have light censor
« on: November 11, 2017, 07:10:35 PM »
Will these actions be shared when you are done? Looks good ;)

36
Action Requests / Re: Quaternion get Angle/Axis
« on: November 10, 2017, 05:39:32 AM »
*Edit*

Nevermind this request Jean

I've managed to make the action myself and i will update this post with the file after i've cleaned it up a little.

The action will now retrieve the angle and axis from a target quaternion.

Yippie ;D

37
Playmaker Help / Re: Hi i am noob in Unity and PlayMaker
« on: November 09, 2017, 01:40:21 PM »
Why would you need to open the PlayMakerFSM script in Visual Studio?

Just use the state machines to make what you want.

You can open the PlayMaker actions if you want to learn how they work.


38
Action Requests / Quaternion get Angle/Axis [SOLVED]
« on: November 09, 2017, 11:54:06 AM »
I'd like to request a action that gets the angle and axis from a Quaternion using Quaternion.ToAngleAxis

Something like this only with a Quaternion as input and everyframe/updatetype.

"transform.rotation.ToAngleAxis(out angle, out axis);"

My own attempts at this action did not pan out ;D

39
Action Requests / Re: Photon Network Get Time/Timestamps[SOLVED]
« on: October 26, 2017, 10:52:12 AM »
Thanks jean, the actions seem to be working fine.

As i inderstand it when host migration occurs photon does not pick the player with the least latency to migrate to, it just picks the next player in the queue.

So if a player with a weak connection is chosen to host, he can transfer those responsibilities to another client. (or in situation where the host expires after a certain amount of time)

I was also thinking it would be possible to make a vote system with this so players can choose to pick another master if the current client-host is cheating/abusive.

Atleast thats what i gathered from reading the photon docs.

40
Action Requests / Re: Photon Network Get Time/Timestamps
« on: October 25, 2017, 05:32:10 AM »
Thanks jean very much appreciated!

Also would a "Switch Master" action be possible? So the current master can be switched to another client.

I believe photon supports this now.

41
Action Requests / Photon Network Get Time/Timestamps[SOLVED]
« on: October 24, 2017, 11:43:04 AM »
I need a action for the photon package to get the server time or more precisely the timestamps

Also would a action that gets the TimeSinceLastTick be possible.

Does something like this exist yet?

42
Playmaker Help / Re: Slider Crank Mechanism "Angle between two objects"
« on: October 14, 2017, 10:52:41 AM »
I figured it out,  using "Sample Curve" in combination with float remap allows me get the result i need :D

Only downside is i need to adjust the curve by hand and thats gonna be tricky.

43
Playmaker Help / Re: Slider Crank Mechanism "Angle between two objects"
« on: October 14, 2017, 08:45:25 AM »
Is there a way to animate a float every frame? (curve)

I'm remapping the rotation of the back arm to drive the rotation of the front arm.

However i need to be able to adjust how fast the float ramps up/down at certain points along my path of motion to be able to get the rotaion just right so that the pivot on the carriage stays perfectly horizontal at all times.

44
Hey guys, i'm working on a "Slider-Crank" mechanism and having some trouble.

I move the "Back Arm" and the entire setup moves with it, however i cant seem to get the "Front Arm" to rotate as if it had two fixed points of rotation "Points a/b"

Both arms rotate offcourse and the carriage move on the z axis only.

So basically i need a rotation between two objects. I tried every action i could think of but nothing gives a perfect result.



Any ideas?

45
Share New Actions / Re: Graphic settings actions
« on: October 04, 2017, 02:46:15 PM »
Great work, very much appreciated!

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