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Messages - jeanfabre

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12226
Feature Requests / Re: [Solved] Remote event
« on: June 12, 2012, 12:16:43 AM »
Hi,

 good. Be careful with this tho, as your stuff will get more and more dense, it will become difficutly to follow the process, so good documentation and clear naming or events and transition is a must, else massive headaches in few months :) Also the latest version of playmaker will let you know who can possibly send a particular global event by right clicking on it, it displays the list of possible senders, very handy.

Bye,

Jean

12227
Share New Actions / Re: Itween move to with exisiting paths
« on: June 12, 2012, 12:08:28 AM »
Hi,

 You need to set the "lookAhead" property to something like "0.01" and it will follow the path, else it does look at the end of the path yes.

Bye,

 Jean

12228
Hi,

 one way to overcome this "switching" to state from api would be to declare a event for each state that can be serialized, and then the api will allow you to fire the event so that you can go to that state.

 I just did a small package showing how to use "send event" to move to a state without transition, from the api you woul dsimply call that event and it that would work.

http://hutonggames.com/playmakerforum/index.php?topic=1735.msg7626#msg7626

 Bye,

 Jean

12229
Feature Requests / Re: Remote event
« on: June 11, 2012, 05:40:16 AM »
hi,

 there is a Fsm component attached to it. you do not to import the unity package for all this to work of course.

 then, you 'll see a "playMaker Fsm" component attached to the camera, click on the "edit" button and it will open the playmake editor.

 Bye,

 Jean

12230
Feature Requests / Re: Remote event
« on: June 11, 2012, 04:01:39 AM »
Hi,

 ok, import that package, and in there, only one fsm, with two states, one event on state 2 and a send event action to call that event.

 If you need more details, let me know

 bye,

 Jean

12231
Hi,

 I don't know how to change state via the api, not even sure it's possible, but would be great. WIlling to know too :)

 I's suggest you open a new thread about this on the suggestion forum.

 bye,

 Jean

12232
Playmaker Help / Re: scrolling a conveyor belt
« on: June 10, 2012, 11:01:03 PM »
Hi,

 offset can grow to a very large number, it should not be a problem, it will loop internally. You however detect when the offset reach its "looping" point and switch it back to its starting value.

Also, for tank tracks anim, you will need to have some math to compute the actual travel of the track and deduce the offset required. Do you have that covered?

Bye,.


 Jean

12233
Hi,

 ok. Also keep in mind that it's good to have as few as possible actions per state when possible. Then you can really re direct the flow of states and transitions easily.

bye,

 Jean

12234
Hi,

currently, I don't think its possible as is, Maybe the PlayMaker exposes this possibility, but when I have to deal with such implementation, I tend to do the following:

 1: either activate deactivate gameObjects
 2: either activate deactivate Fsm Components
 3: implement the logic via events that move into different states all together.

I don't see anything wrong in moving into different states based on the progress. It's normal that several Fsm react to a global event and work together to provide a feature. This is the only way to create rich features. so for example send a global event PLAYER JUMP. If he won the bonus to jump higher, the fsm responsible for jumping can either not implement computation for the jump height, and simply use a global var or get the height from another fsm, which would know about this case and adjust the height when the user won the bonus. This way the Fsm responsible for the feature is aware of the minimum tasks, while other Fsm revolve around this feature to adjust the properties ( and are aware of the context of the jump for example)

Hope this make sense :)

 bye,

 Jean

12235
Hi,

 yes there are obvious error when you are trying to set the Fsm variables, instead you actually simply need to do the following:

remove the update function all together, you don't need that

in the function myAnimationCall

wwwCbj.FsmVariables.GetFsmString("strCat").Value = word[0];

then you will really put the first word in the Fsm variable "strCat" if it does exits of course. Note the .Value appended, else it won't work. FsmString is a wrapper of a string, not the string itself.


Bye,

 Jean

12236
Playmaker Help / Re: Camera zoom
« on: June 10, 2012, 10:27:52 AM »
Hi,


 One way to do it very easily. Have a collider at the height you want to zoom out, and when the player trigger that collider, you then fire an event to the camery fsm to tell it to zoom out, and you can then call the camer again to zoom back in when the player touches the ground again.

As for doing If statements, playmaker gives you actually a lot more power than if statements- this concept by simply completly absorbed by the event based concept of Fsm. So to do one:

 1: create pair events like "YES" "NO" or "TRUE" "FALSE".Dont' make them global, that would not make sense.
2: in a state, add them two transitions, and use actions such as:

"float sign test"
"float compare"
"int compare"
and all them kind of actions where you can fire events based on some logic.

3: wire from the transitions to states that correspond to the action(s) to perform (  IF YES DO THAT, IF NO DO THIS)

Note, that in a lot of cases, you could simply express in plain english the process by naming events properly. for example, "ZOOM OUT" and "ZOOM IN" and name your state "Watch player height". This way as you glance through your fsm, it's very obvious what it does. You could get confused when too much "YES" "NO" are on screen, it can be difficult to follow the process, tho if you name your states properly, you'll be fine.

Bye,

 Jean

12237
Hi,

 Are you saying it doesn't work? or do you have that part now covered and wondering what to do next?

 bye,

 Jean

12238
Feature Requests / Re: Remote event
« on: June 10, 2012, 10:15:12 AM »
Hi and welcome!

 There is a no such action as is, but you can do it anyway.

 create an event for example "GO THERE" ( doesn't have to be global), and add a global transition with this event on the state you want to reach, and use "send event" set to self, and select that event "GO THERE"

then it effectivly allow you to go to that state without wire. So the only thing required is a global transition on that state.

 If you are having trouble grasping the concept, I'll do a working example.

 Bye,

 Jean

12239
Hi,

 ok, I think you will be better off merging everything in Unity, instead of having a web page and unity web player communicating together. It would solved a lot of trouble, and you have one place to update.

 Else, it's not such a problem anyway. Do you have already the knowledge on how to communicate from the page back to Unity?

http://unity3d.com/support/documentation/Manual/Unity%20Web%20Player%20and%20browser%20communication.html

With this, you are left with three tasks:

1: To place Unity within your page. this is plain html technics, so I won't go too much in details about this, but if you simply copy paste from the web page generated as you publish unity for the web, you should have everything there to construct the page layout you need.

2: create a script that will bridge the unity.SendMessage() to actually fire an event within playmaker. Something that I can do for you if you don't have the scripting skills.

3: upon this event, react appropriatly to trigger the right animation, show hide props etc etc. that will be already the fun part :) I would go for a very simply string definition,and each keyword delimited by a comma or something, then you can use the slit custom action featured in arrayMaker to store each element in an array and access them to decide finally what to do.


 as an even more quick and dirty way, simply hard code references with integers, say 0 is for Pistol_AimDown.anim, 1 is for Pistol_AimIdle.anim etc etc then within Playmaker you simply compare the int and react appropriately. This is quick, but may become difficult to maintain tho.

 Bye,

 Jean




12240
Playmaker Help / Re: Using Wait to run coroutines / loops
« on: June 09, 2012, 07:36:24 PM »
Hi,

 I "think" it's the same. Now Alex will be able to better shade some light on which is more efficient, but I suspect they don't really make any difference for normal values ( read not 0.001 secs or something, which I am not sure how it behaves internall for these kind of values).

send event with the built delay never creates problem for me apart from when leaving the state, the event WILL be fired eventually, and that can have some impact on the Fsm process flow if used with global events and global transitions. I created a custom action to overcome this, but did not distributed it on this forum cause it's a bit hacky, and not sure if this was the kind of problem you had anyway.

bye,

 Jean

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