# playMaker

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### Messages - HeathClose

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211
##### Playmaker Help / Re: Negate a vector coordinate
« on: January 14, 2017, 01:25:17 PM »
It's configurable. You can alter any of the vectors and keep whatever you want, unless I'm misunderstanding you.

OK!  thank you ... so your help lead me to the solution indeed...

first.. get vector3 xyz and store those values

second... float multiply (the x by -1)

third... set vector3 xyz

Bob's your uncle...

thank you!

212
##### Playmaker Help / Re: Negate a vector coordinate
« on: January 12, 2017, 03:48:16 PM »
Take a look at Set Vector3 XYZ. You can 0 out your other two values and leave your X axis unchanged.

thanks for that idea!

I need to retain my y axis, that one won't work for me

213
##### Playmaker Help / Re: Negate a vector coordinate
« on: January 12, 2017, 09:34:28 AM »
Which itween action are you using for your movement?

itween move to set to ping pong

214
##### Playmaker Help / Re: Get Fsm Variable
« on: January 12, 2017, 09:32:30 AM »
Is it a vector3? Use Get Fsm Vector3 action.

awesome thank you!

215
##### Playmaker Help / Re: Negate a vector coordinate
« on: January 11, 2017, 07:58:07 PM »
If I'm not mistaken, you can just multiply your variable with vector multiply and that should get it.

Awesome... i didn't know that was a thing... thank you...

when I multiply the vector 3 by -1... it multiplies them all by -1, so instead of tweening along the x axis and it's negative... it also tweens to the y axis negative... and I only want to multiply the x by -1...

216
##### Playmaker Help / Negate a vector coordinate [SOLVED]
« on: January 11, 2017, 02:45:47 PM »
I have an fsm spawning a game object at random points...

it stores that location.. for example... -1.4, 133, 0

this is a 2d game, so i want that object to now tween along the x axis... for example...

ping pong from -1.4, 133, 0 (where it spawned) and 1.4, 133, 0

is there a way to use an action to get the location to tween to as a negative of the x coordinate?

I tried using this...

but that just breaks the syntax and makes it all 0,0,0... (pic not of runtime... i know there isn't a string to change it to in the pic but I get a variable at runtime)

How could I do this?

217
##### Playmaker Help / Get Fsm Variable[SOLVED]
« on: January 11, 2017, 02:35:33 PM »
did some searching around but can't seem to find this...

I pulled a variable from an fsm using the get fsm variable action...

I want to use this variable in the next state... but I don't see a way to do anything with that variable... how do I store it now to use in the fsm i pulled it to?

When I try to use a variable in the next state it isn't in the list...

thanks for the help!

218
##### Playmaker Help / Re: Random Scenery Generator
« on: November 20, 2016, 10:13:58 AM »
thank you for the replies...

mdot, i tried making it a sequence... no good... until i changed one thing...

xeno, i tried the advanced object and it worked after I changed one thing...

my bad guys... i was using get parent...  I should have been using get owner...

that's the one thing I changed and now it works as designed... scenery is spawned at the owner's position

however, this does raise a learning question... because I was using this on the parent object it can't return itself as the parent?  I guess that's why get owner exists?

219
##### Playmaker Help / Random Scenery Generator[SOLVED]
« on: November 20, 2016, 07:35:20 AM »
I'm trying to place a prefab game object (scenery picker) in the scene that chooses a random prefab from a list (scenery), then spawns that scenery at the pickers location... I'm almost certain I have this set up correctly, but the scenery doesn't spawn at the pickers location... it ALWAYS spawn at 0,0,0

I have tried using both spawn at (picker) and spawn at position (get parent, get position, store v3) and both

220
##### Playmaker Help / Re: Set Animator IK Goal 1.8.3.f4
« on: November 02, 2016, 05:51:44 AM »
Hi,

ok. I know what's happening.

Locate and delete the folder "PlayMaker/actions/Animator/Editor". The new actions needs a custom editor and that clashes with the old actions.

Once you delete this Editor Folder, you'll be fine.

Let me know how it goes.

Bye,

Jean

When I first started it up it was still blank... so i loaded a new layout and tried to open the actions window and it was still blank, then went back to the original layout, and boom... got my actions window back.... thank you very much... If anything changes I'll ping the thread again.... whew!  that froze my project in amber... I'm thankful for the help!

221
##### Playmaker Help / Re: Set Animator IK Goal 1.8.3.f4
« on: November 01, 2016, 07:42:59 PM »

these two types of actions have these errors in a couple different FSMs

222
##### Playmaker Help / Re: Set Animator IK Goal 1.8.3.f4
« on: November 01, 2016, 05:47:45 AM »
Hi,

You'll need to make sure you have the latest PlayMaker utils ( found on the Ecosystem).

The best way to tackle this is to create a fresh project and have just this setup.

Bye,

Jean

I set up a new project and imported the playmaker utils from the ecosystem... I am still getting this error and unable to access the actions tab and it is still blank.  I was however, using the window options, to access and detach all the other tabs the action tab has frozen in that same panel...

InvalidCastException: Cannot cast from source type to destination type.

Code: [Select]
`InvalidCastException: Cannot cast from source type to destination type.OnAnimatorUpdateActionEditorBase.EditEveryFrameField () (at Assets/PlayMaker/Actions/Animator/Editor/BaseClasses/OnAnimatorUpdateActionEditorBase.cs:18)SetAnimatorBoolActionEditor.OnGUI () (at Assets/PlayMaker/Actions/Animator/Editor/SetAnimatorBoolActionEditor.cs:19)HutongGames.PlayMakerEditor.ActionEditor.OnGUI (HutongGames.PlayMaker.FsmStateAction action) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionEditor.cs:196)HutongGames.PlayMakerEditor.ActionSelector.DoSelectedActionPreview () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:589)HutongGames.PlayMakerEditor.ActionSelector.DoBottomPanel () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:546)HutongGames.PlayMakerEditor.ActionSelector.DoGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:158)HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:72)System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)`

223
##### Playmaker Help / Re: Set Animator IK Goal 1.8.3.f4
« on: October 31, 2016, 04:45:48 PM »
Hi,

Yes, This is an issue indeed. We are not too sure on how to address this, so right now if you want to target something else than the owner, using the proxy from the Ecosystem, is indeed the way to go.

Bye,

Jean

I am now getting this error...
http://hutonggames.com/playmakerforum/index.php?topic=12929.msg60334#msg60334

my actions tab is blank and i can't use it, select it, close it, move it...

224
##### Playmaker Help / Re: Set Animator IK Goal 1.8.3.f4
« on: October 31, 2016, 05:28:45 AM »
for anyone else having this issue, download "animator proxy"... it is a package on the ecosystem... without it, playmaker won't tell you the objects need it, and it doesn't work without it...

225
##### Playmaker Help / Set Animator IK Goal 1.8.3.f4
« on: October 30, 2016, 02:31:06 PM »
I'm working through M dot Strange's can't code series, and in video 24, he shows us how to control where the player will hold the gun with an ik control and "Set Animator IK Goal"... I have followed the tutorial exactly, yet my player couldn't care less about the IK control... has something changed or is there a bug... I tried to look at the sample ik control in ecosystem and a video from july doing a test... but I'm just not putting it together...  does anyone have any advice / direction to getting my player to pay attention to a game object being used for IK control?

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