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Messages - LogLady

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Playmaker Help / Trigger side
« on: May 31, 2014, 04:44:00 PM »

Is it possible to detect which side of a cube trigger was entered?

I'd like to send events based on which side of the trigger (top / bottom / front / back / left / right) was entered.

Thanks in advance!

Playmaker Help / Re: Lap system with checkpoint for racing game
« on: May 27, 2014, 11:31:34 AM »

Wouldn't be necessary to script every checkpoint to check if it was activated or not and, for every track, set the int on the "finish line"? I think that it's ok if you use 5 checkpoints or every track has the same number of checkpoints but, lets say, we need 40 checkpoints on one track, 5 on a next track and so on. The way described on the video in the first post I just need to prefill the array, no matter how many checkpoints exists on each track.

Playmaker Help / Lap system with checkpoint for racing game
« on: May 26, 2014, 04:31:22 PM »

I'm trying to make a lap system using the checkpoint system that comes with the arraymaker samples but couldn't figure how to prevent "user cheating" because if the player pass over the last checkpoint (the one that subtract the lap counter) without crossing other checkpoints before it still counts a lap as complete. I followed this video and script ( and tried to do the same using Playmaker but couldn't go too far. Can someone help me?

Playmaker Help / Re: Array List Get Next / Previous
« on: May 26, 2014, 08:16:34 AM »
Hi, Jean!

I figured it on saturday how to use the Array List Get and an index to run through the list. I was using 6 events (image attached) to cycle. Now this custom action saves a lot of time and effort. Please, include it on an official update as soon as possible.

Thanks for your support!

Playmaker Help / Array List Get Next / Previous[SOLVED]
« on: May 15, 2014, 05:49:36 PM »

I'm trying to make a player select screen using one parent with 5 children. I have one button to move next and one to move back in the array list but it's not working as I expect. The issues are:

1- the first child in the list only appears after I click to go next or previous (it is starting with none selected). I'd like to start showing the first child in list;

2- If I'm moving next and then press to move to the previous item on list it goes to the last object and if I move next again, it goes to the last child shown. I'd like it to go "-1" in the list when moving next and "+1" when moving to the previous. The way it is, looks like there are two arrays being acessed by each button. To make it more clear: If it's in position two on the list and I press "previous" it is not going to position one. It's going to position five and if I press "previous" again it goes to position four. If I press "next" it goes to position three, not to position five.

I made a scene showing the issue Keep in mind that it requires the ArrayMaker to work properly.

Thanks in advance!

Playmaker Help / Re: How do I make this math? [SOLVED]
« on: February 03, 2014, 10:25:17 AM »
Thanks for your help, Jean! I used your idea of a dummy object and added to the player an iTween move update following the dummy object. I couldn't figure how to use the Smooth Follow, I think it's better suitable for 3D scenes and I'm aiming for 2D.

Your help was superb!

Thank you!

Playmaker Help / Re: How do I make this math?
« on: January 31, 2014, 09:03:14 AM »
Hi Jean!

This Follow Mouse action is really straightforward! Much better than use Mouse Pick and get/set mouse coordinates for the object! I hope this action to be included in a Playmaker update. Couldn't add an ease in/out to the Move Towards action. I played a bit with "spring joint" as you mentioned in a post before with no success. I think that an acceleration movement to go slowly from 0 to a maximum speed when the mouse button is down and then slowly return to 0 when the mouse button is up even if the maximum speed was not reached.

Many thanks for your help!

Playmaker Help / Re: How do I make this math?
« on: January 30, 2014, 09:21:21 AM »
Hi Jean!

Thanks for your reply.

I couldn't understand the example you made. Inside the Mouse game object is a "missing Action" inside named FollowMouse. Are you using it for a placeholder (as described here: or my Playmaker is missing this action?

-- the move toward action has its Finish distance set to 0 so that it never stops catching up even if at some point it's perfectly positionned where the target is.

I tried it before but couldn't set an easing to it (as it originally has on the game I sent to you).

Again, thanks for your time and patience!

Playmaker Help / Re: How do I make this math?
« on: January 28, 2014, 04:45:53 AM »
Hello Jean!

Any news?

Playmaker Help / Re: How do I make this math?
« on: January 21, 2014, 01:42:15 PM »
Jean, I PM you with a dropbox link to the file.


Playmaker Help / Re: How do I make this math?
« on: January 21, 2014, 05:40:44 AM »
Hello Jean!

Thanks for your reply!

Sadly it's not what I'm looking for. Do you mind if I send to you the original project so you can play and see exactly the kind of movement I'm talking about?


Playmaker Help / Re: How do I make this math?
« on: January 14, 2014, 06:09:28 AM »
For sure, Jean!

Playmaker Help / Re: How do I make this math?
« on: January 13, 2014, 08:11:49 AM »
The problem with iTween is that I couldn't accomplish the same result of the code I used before. :(

I couldn't:

- stop the movement with easing (slowing down until stop) when mouse button is up. I got the easing in (start movement) but when the mouse button is up it stop suddenly or goes to the last vector3 position.

- stop the movement but without the object reaching the last place where the mouse button were down;

- move the object again without letting the mouse button down if the object reach the same position of the mouse pointer. At now, it stops the movement and I need to click again to move.

Thanks in advance!

Playmaker Help / Re: How do I make this math?
« on: January 10, 2014, 09:27:46 AM »

I described the code as I did in multimedia fusion. I don't have a programming background so I don't know how to show it in code language...

The movement is the same like in this video:


Playmaker Help / How do I make this math?
« on: January 09, 2014, 04:38:51 PM »

I'm a bit new to Unity + Playmaker and don't know how to make this using Playmaker:

Code: [Select]
Left mouse key is down
[i]Sqr[/i]((X position "player")-X position mouse) [i]pow 2[/i] + (Y position "player")-Y position mouse) [i]pow 2[/i]) > 5

Set player to Look at mouse X 0, Y 0

Left mouse key is down
[i]Sqr[/i]((X position "player")-X position mouse) [i]pow 2[/i] + (Y position "player")-Y position mouse) [i]pow 2[/i]) > [b]Speed[/b] "player" + 5

Set [b]Speed[/b] to Min([b]Speed[/b] "player" + 5, 60)

I used this code to move the "player" in a 2D space with a bit of ease in/out. While the mouse key is down it "accelerates" towards the mouse position (and keep following the mouse), stops when in the same position of the mouse pointer while the left key is pressed and loses speed until stop with ease even without reaching the last mouse position were the left mouse key was down.

It worked very well on Multimedia Fusion but I couldn't figure how to achieve this using Playmaker. I tried iTween, Add Force, Move To and none gave me the same result as the code above.

I don't have any intention to stick with this code at any cost so if you know another way to achieve the same thing or want to share how to use this code on Playmaker, please help.

Thanks in advance!

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