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Messages - blackant

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Playmaker Help / animator step by step [SOLVED]
« on: July 26, 2017, 02:21:53 AM »
hello everybody, bonjour tout le monde !

i'm actually working on a system that is a bit tricky,
i have a character, wich is using many animations states, and i would like this animations to be randomly played and especially a number of loops time wich can be different,

for exemple:
play talking animation 1 time, once it is done go to next anim and
play push ups randomly (3-10) times then trigger the next animation
play squat randomly (5-8) times then trigger the next step

my problem comes essentially because when i would like to get the loop count in a state, it takes the loop count of the peviously played animation, wich is not completly finished because of transition.
so i'm a bit lost in the logic to get the animations finished and tart a new one.

i also seen the script Playmaker animator state synchronisation on the wiki, but it's not in the actions and can't find the script included in last version ...

Playmaker Help / Re: Trigger an event when audio Ended
« on: July 21, 2017, 06:50:15 AM »
well i finally fund a way by dragging the audio inside action, i can get the property "is Playing", so testing is bool allow me to exit the action when audio ended.

Playmaker Help / Trigger an event when audio Ended
« on: July 21, 2017, 05:55:27 AM »
Hello everyone,

i'm acually working on a juckbox wich will play a random music at start.
but because music are all different i would like that when one finishes another random music starts.

so how can i do that ?

Playmaker Help / Re: Unet Send Command Event
« on: June 18, 2017, 07:49:53 AM »
Thanks for your advice i'll take a look about photon,

but for now i made a little video to understand how unet is working and from where the problem can come...

it may help some users to reproduce the first part and maybe help to debug.

Playmaker Help / Re: Unet Send Command Event
« on: June 17, 2017, 12:53:05 PM »
And after fiew more tweeking:
Client: move rotate and fire OK, sended normally to server OK

Server: Move rotate sended to client, not fire.

Playmaker Help / Re: Unet Send Command Event
« on: June 17, 2017, 12:29:17 PM »
i have got a new clue, with this time a problem because Unet Send Command Event is based on a global event result, and it explain why all the players from the server are spawning bullets without my permission... >:(

Playmaker Help / Re: Unet Send Command Event
« on: June 17, 2017, 09:22:00 AM »
i get something,

now the bullet is instanciated on the server part, but there is actually no bullet on the client side...

Playmaker Help / Unet Send Command Event
« on: June 17, 2017, 06:03:53 AM »

First time i'm trying the Unet Objects wich seams easy to understand first when you follow docs from unity with traditionnal scripts,

but to convert it to playmaker logic it's a bit different, or i missed something important about when i have to use Command to send order to server like descibed in the doc here:

so actually i can create simple player, make it  move and rotate, change color...
but when it's time to make it fire bullets, i don't get the point with the action "Unet Send Command Event".

here is attaced 3 screenshots of this simple actions used, first when player use "space key"
go to Unet command
create the bullet

the best behavior i can get from both side, is just spawning 1 bullet, freeze during fiew seconds, and restart with undreds of instancied bullets in random directions...

Playmaker Help / Re: Networking: How do i transmit the animation?
« on: June 16, 2017, 03:40:34 PM »
maybe i'm wrong but animations a re just for visual aspect and doesn't need to be sent by network, so this part can be just applied to local part client and doesn't need to be updated by host.

Action Requests / Playmaker Turbo Slicer 2
« on: December 28, 2016, 08:38:33 AM »

i don't know if there is any guys that is using Trubo Slicer 2!/content/73236

this plugin is great and can be used simply without needing of additionnal script, but,
there is always kind of gameplay where you need it to activate or deactive scripts, and i read that the api is done this way in the doc:

so i would like to know if someone is doing this kind of stuff, planed to do it or would like to have it .

Playmaker Help / Quaternion orientation for oculus touch
« on: December 22, 2016, 05:41:10 AM »

i'm actually building a setup for my hands, used with touch, and i have to say that i 'm understanding nothing about the way quaternions are doing there jobs.

So let's start by a simple setup of the hands and the touch:
For the oculus and touch managing, i fund OVR wich works nicelly and detect both right and left touch, also reacting to inputs without additionnal code.

for the hands,, i made mine, with bones from forearm to fingers.
if the forearm is linked to touch position and oculus orientation, it's ok, not perfect but good for a start,
for the hands, we need to get the orientation of the RightHandAnchor and LeftHandAnchor and the best setup seems to get the quaternion in local of these nodes and set the quaternion orientation of the bones of the hands.

the result is better than using Euler XYZ axis, but to manage precisely my quaternion, i'm a bit lost, my hand XYZ doesn't rotate in the good direction, so i will have to inverse Y and Z and maybe something else.

is it an action available to manage quaternion or someone that can explain me more about it ?

i'm on Unity 5 and i have no idea were this character controller comes from...

i have no error and i tested many differents tricks and this looks doing nothing,

get Rigidbody.UseGravity return always false and set it does nothing..
many things like that


i don't know if it's a bug or if i missed something in that step.

i just made an action to swap gravity of character controller for my player when i want him to fly a bit.
 but as you can see on the attached screen, the action still waiting here, acting like if everyframe was checked., so it never goes to FINISHED transition, and looks everything here.

by the way, i don't know if someone can help me about the flying system of my game.
it's a platform character, without jump, and with attached objects, like jetpack, i want the player being able to impulse the player heigher and fall if he doesn't push the button.

Playmaker Help / Problem comparing GameObjects
« on: August 23, 2016, 01:53:09 AM »

I'm actullay doing a case by comparing my player to 1 prefab so i can attach objects dependently of shapes.

and there is something i don't get here...

Are prefabs differents from Prefab (Clones) like you can see on this screenshot ??

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