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Messages - Carmichael

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31
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

32
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

33
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

34
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

35
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.

36
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.

37
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

38
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!

39
Playmaker Help / Re: vuforia package error
« on: October 26, 2017, 12:13:27 AM »
ok, thank you Jean!

40
you could simply have a global event in your coins fsm, the moment your player dies, use the send event action then select broadcast all and that should solve the problem

Thanks for the reply Carmichael! I suppose you meant on Enemies, rather than on Coins, right? Or am I missing something?

Gonna read about Broadcast action now. Thanks!

O

i just re read your question and realised i read it wrong, you just stated that you're not using playmaker to check health so you might have no choice than to check every frame, if your performance drops you could check every second by having two states, one state waits for a second and the other checks if player is null.
alternatively,
if you have some coding ability then you could send event directly from your script whenever player isdead

41
that might not be a huge problem depending on your game,... and your platform is also quite okay but it's still inefficient, you could simply have a global event in your coins fsm, the moment your player dies, use the send event action then select broadcast all and that should solve the problem

42
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 23, 2017, 09:57:43 PM »
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.

43
hmmm i'm trying to understand the issue.

from what i understand you're deactivating and reactivating coins when you need them, if that's the case you need to manually reset the coins back to their positions with some logic because deactivated objects are still present in your scene and can still be moved or altered before activation. which is why when you deactivated the coins they were still sitting where you left them.


44
Playmaker Help / Re: Upgraded from unity 5.3.4 to 2017 and got probelem
« on: October 22, 2017, 11:42:30 PM »
try re installing playmaker, if that doesn't work then reimport it from the asset store

45
Playmaker Help / New AI action available, Bake at runtime
« on: October 22, 2017, 10:09:38 PM »
Hi, i just made a different ai action for baking and removing navmesh at runtime, this works with the unity component called (navmesh surface) which is available on github https://github.com/Unity-Technologies/NavMeshComponents,

its easy to implement

1) create an empty game object
2) add the navmesh surface component to it
3)and use the action whenever you want to build

you can also remove the navmesh whenever you please with the remove navmesh action

in the image below i baked a navmesh after pressing the space bar.
hopefully this will be available on the ecosystem soon

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