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Messages - Carmichael

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16
hi, download the script and follow the instructions in the comment,
copy the code and add them to your script,
in the die function i created, just copy the send event action and add it to your die function.

before you do all that you can even test the script on an empty game object with an fsm so you can see it in aciton, press space to fire the event to playmakaer.

the image below shows the editor set up

p.s i just realised there are typos in the images, lol ignore the terrible english please


This is awesome! Now it's super clear for me and I finally understood how to make use of it even in other situations! Thank you so much for in-depth explanations and screenshots, Carmichael! It all works perfectly now and I don't have to check every frame for it! :)

i'm really glad it worked out!  ;D

17
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 10:53:05 PM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

Thanks, it turned out, but the Pooly for some reason immediately gives out true, although not even all the prefab clones appeared on the scene (and in theory should give out true when the prefab clone is Despawn)

hi does that function check to see if the enemies in the scene are disabled, like object pool, to re-activate them instead of instantiating?

you could easily accomplish this with playmaker too
it performs the following function:
To find the number of despawned clones in the pool for a certain prefab
but for some reason in the playmaker, the Boolean value is returned at once without paying attention to whether the object is destroyed or not.

hi, it must be your script, put a debog.log or print function right above where you set the bool to true to see if it returns true in the script, there's no way the bool will return true to playmaker if your script doesn't return true.

18
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 01:04:06 PM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

Thanks, it turned out, but the Pooly for some reason immediately gives out true, although not even all the prefab clones appeared on the scene (and in theory should give out true when the prefab clone is Despawn)

hi does that function check to see if the enemies in the scene are disabled, like object pool, to re-activate them instead of instantiating?

you could easily accomplish this with playmaker too

19
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 11:29:18 AM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

20
Playmaker Help / Re: Is there any action to turn on/off device led light?
« on: October 28, 2017, 11:20:07 AM »
you might need to get a plugin for this as unity doesn't seem to have provided full support for this. i've seen suggestions about using vuforia which isn't the most efficient.

http://answers.unity3d.com/questions/270832/how-to-turn-on-camera-light-make-a-flashlight-on-i.html

21
Playmaker Help / Re: Print function
« on: October 28, 2017, 11:16:24 AM »
use the build string action to add both of those texts and then use the debug log action to output it out to the console, debug.log works the same as print

22
Playmaker Help / Re: Mouse Look action not wrapping around 360 degrees!
« on: October 28, 2017, 11:06:03 AM »
can you post the video on youtube or googledrive, the one in  the link is extremely choppy

23
Share New Actions / Hide Mouse cursor
« on: October 27, 2017, 07:48:56 PM »
i don't know of someone else has updated this but the one in the ecosystem doesn't work, so i made one

*edit i just updated this action, you can now press backslash "\" to get out of locked cursor mode at runtime and go back in, making editing your scene while playing easy and comfortable.

*updated

24
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 10:43:03 AM »
hi, download the script and follow the instructions in the comment,
copy the code and add them to your script,
in the die function i created, just copy the send event action and add it to your die function.

before you do all that you can even test the script on an empty game object with an fsm so you can see it in aciton, press space to fire the event to playmakaer.

the image below shows the editor set up

p.s i just realised there are typos in the images, lol ignore the terrible english please

25
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 09:55:30 AM »
you could also use a bool too, make a public bool called "IsDead", set it too false, then set it to true inside the die function, then grab it from playmaker the same way and test it

Uhmm something like this?

Code: [Select]
Public bool IsDead=false;
But how to set it to true inside die function? Sorry for stupid questions - I'm super noob in coding..

p.s you could also send an event to playmaker when he dies instead of testing the bool every frame, it depends on your setup if that's what you prefer

If you'd be kind to show me how to do it I'd be very very grateful.. if not - it's totally fine - I'll just go with some inefficient/performance heavy way probably..

hi, there's no problem, you're going to learn with time :), i'm going to send you a script you can copy from with instructions on what to do

26
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 07:02:28 AM »
Thanks a lot for explaining it Carmichael! I see how to do it with bools! But what if I have something like this (attached) for a 'die' condition?


you could also use a bool too, make a public bool called "IsDead", set it too false, then set it to true inside the die function, then grab it from playmaker the same way and test it,

p.s you could also send an event to playmaker when he dies instead of testing the bool every frame, it depends on your setup if that's what you prefer

27
Playmaker Help / Re: Draw Line sort order
« on: October 27, 2017, 01:58:43 AM »
i think your canvas setting might be the problem, i believe you cant draw anything infront of "screen space overlay" so you should probably look at that.

28
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 01:47:40 AM »
to call a function from script, you can use the "call method action" you can also use invoke method, to use logic like you asked, you can use a public bool and when you're in the function set it to true, in playmaker you can test the bool by dragging the script into your fsm, when the bool is true fire an event.

in the second problem drag the script in and select the "get" option, get the float you want to multiply and then multiply it using the float multiply action.

Hi Carmichael! But how do I actually check if particular method in a script attached to my Player is true? Is there an action for this? Can you give me a bit more info on how to do it please? If I understand it correctly Invoke method and Call method actions are supposed to activate particular method from script rather than Check if it's true. Or am I missing something? Thanks in advance!

Hi, if i understand you correctly, your method returns a bool value and you want to test if it's true? you can simply store the result in a public variable and test it in the playmaker editor.

i made i simple setup where i press space to change the result of a method, i return the value to a public variable called "Isworking" and i get that in playmaker(by dragging my script it into the playmaker editor and selecting the get option).
now i can use the bool test action to test the function and mess with it or do whatever i want.

p.s Yes, invoke just invokes a method and call method simply calls it, so you can use the above system to test your function.

29
Playmaker Help / Re: Disable Array of Objects
« on: October 27, 2017, 01:06:15 AM »
hi, if you look at the array get next action there are two options for loop and finish,

loop gets the next action every time you return back to the state, once you've gone through all the items in the array, the finish event is fired,

so create an event that fires to another state using the loop option, then do what ever you want with the result from the array and then return back to the state with the "array get action". it will automatically loop through and finish.
 the rest depends on your logic

30
Playmaker Help / Re: vuforia package error
« on: October 27, 2017, 12:58:50 AM »
hi, thanks Jean, i'm currently using unity 2017.2 so i guess i should be fine then,

thanks!

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