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Messages - tcmeric

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1
Playmaker Help / Re: How can i make a grappling rope?
« on: January 14, 2018, 07:50:01 PM »
I remember answering this one around a year ago on another thread. I cannot find it now :)

But basically you want to use a ray cast to shoot in the direction of your grappling hook animation. See what the raycast hits. If it is valid hit (check the tag), also maybe check the distance. (If too far, cannot get it). Then get the position. With the position, depending on your type of character controller, move them towards that position. Maybe set your character transform, tween, or whatever method you want to use to move.

2
Playmaker Help / Re: Shooting with raycasts
« on: January 14, 2018, 07:41:08 PM »
Hi, I was hoping someone else would answer your question.  ;D Sometimes big questions or big requests are hard to answer. It is important to learn the fundamentals of playmaker.

Did you have a chance to learn how to use the raycast action from the video? Use the raycast to "shoot". Find out what gameobject it hits. Then send an event to that gameobject (enemy) with a custom global event. On this enemy, use the the action "knock back". The raycast will give you the position of the hit normal. Use this position for the knock back action.

Action: https://hutonggames.com/playmakerforum/index.php?topic=14171.0

Or you can apply force if you want to use rigidbody physics.

Here is alternative way to do knockback as well. This one instead of using a normal, calculates the direction between two game objects.  https://hutonggames.com/playmakerforum/index.php?topic=16400.0

Let me know if this helps.  8)


3
Playmaker Help / Re: Assingned Action in state 1
« on: January 10, 2018, 08:33:53 PM »
Hi, so you want the state to change when the image component is disabled. What is disabling the image component??

I dont see there is an action to check to see if a component is enabled or not. I can probably write one for you if you need.


4
Playmaker Help / Re: Shooting with raycasts
« on: January 05, 2018, 11:22:45 AM »
Hi, first it is important to learn how raycasts work. This short tutorial video shows raycasts in playmaker: https://www.youtube.com/watch?v=wKPzpiyFFyA

Next, once you have the object you have hit with the raycast, you can use the playmaker action "add force".

5
Playmaker Help / Re: Timeline actions native support?
« on: January 03, 2018, 11:29:57 PM »
Based on my actions, Jean made an updated and improved version of one or two the actions. I think it got stalled out from the ecosystem due to packaging issues.

Maybe if that packaging issue is solved, it can be posted to the ecosystem now.

6
General Discussion / Re: Why Playmaker and not Bolt
« on: December 29, 2017, 08:36:14 PM »
I only played with bolt shortly, but with bolt it is visual coding. Ie, it still feels like you need to code. You still need to understand unity API to know what you want to do. You are just puting together your code without writing words.

Playmaker is different. So far I have no desire to change to bolt.

Many playmaker actions are more like code snippets. They execute more than one line of code per state.

I also have learned how to code c# because of playmaker (although I am still a beginner). It doesnt take too much coding skill to integrate (most) third party assets into playmaker with your own playmaker actions. 9 times out of 10, its just figuring out which method to call, or which variable you want to set or get. That being said, its mostly optional. Many people here have made tons of games without learning c#, using playmaker.

7
Playmaker Help / Re: Multiple Simultaneous Event
« on: December 28, 2017, 11:04:23 PM »
A state machine can only be in one state at once. If you want multiple states to be fired at the same time, you need to have more than one playmaker FSM. One FSM can send events to multiple other FSM.

8
Playmaker Help / Re: How to temporarily Disable Object Touch
« on: December 25, 2017, 05:45:08 AM »
Sorry, I am not sure I completely understand you question. If you want to stop on a state for specific amount of time, you can use the action "Wait".

Is this your question?

9
Action Requests / Re: Scripting Define Symbols
« on: December 23, 2017, 09:51:48 AM »
Such as #if UNITY_IPHONE, etc?

What is your goal?

If you want to get these #defines from a script, they must be saved into a variable somewhere in the script to be accessed. Otherwise, as far as I know, they can only be read by the compiler.

10
Action Requests / Re: fsm compare?
« on: December 23, 2017, 09:47:31 AM »
If you want to compare two variables, with one in each FSM, you will need to "get fsm" as you mentioned. Even if you wrote code to not show it in the inspector, it would still actually be getting it. Two FSM is like two scripts, they need some way to communicate and a place to do it. So the variable must be fetched.

What type of variables are you trying to compare?

11
Playmaker Help / Re: Lap system
« on: December 23, 2017, 09:43:14 AM »
Have for example 3 states on each car in a loop, and 3 checkpoints (or however many you want).

Each checkpoint has an INT variable. 1, 2, 3.

On each car, have 3 states. One, Two and Three.

As the car passes each checkpoint (trigger), check your state (for example State one), does an INT compare for the current check point fsm. If true, go to next state (two). If false, do nothing. This can force each car to go in order.

This would take care of the multi player car problem at least  8)

12
Playmaker Help / Re: 2 dimensions Array
« on: December 22, 2017, 11:24:01 PM »
Hi, playmaker doesnt have native support for two dimensional arrays. Are you familiar with arraymaker for playmaker and hashtables?

https://www.youtube.com/watch?v=X8rUuZDjS3Y

13
Playmaker Help / Re: Lap system
« on: December 22, 2017, 11:19:12 PM »
If this is a single player game, have the triggers (check points) disable after they are hit. Then reset them all, once your total is hit. Then they cannot be used again.

14
iOS Help / Re: Tap to Move - Not Moving
« on: December 21, 2017, 09:14:05 PM »
I dont see anything off hand that looks incorrect. Sure you got the right layer?

When the FSM fires, which state does it stop at? Did you try using break points? Then you can know which state is the problem.

Here is a video on debugging. https://www.youtube.com/watch?v=tFXvgNePUUY&t=440s

15
iOS Help / Re: Tap to Move - Not Moving
« on: December 18, 2017, 10:20:47 AM »
Can you show us your FSM?

Which part of your FSM is failing?

Do you have any errors in the console?

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