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Playmaker Help / Re: Projectile Returning to 000 when spawned
« on: June 14, 2014, 02:53:47 PM »
Your best bet is to parent the projectile to a gameobject, which could be just empty gameobject at the nozzle of the weapon.

Use "Set Parent" action and tick on both Reset Local Pos, Reset Local Rot.

You can also pick the Vector3 position ("Get Position") of the spawn point, and set the projectiles position to that value ("Set Position").

You need to save your energy value into Playmaker 'global variable' to make it stay between the scenes.

I am not familiar with energy bar tool kit, but it would be maybe easier to make energy management completely with Playmaker.

Playmaker Help / Re: Set ALL values of Array List Proxy?
« on: June 12, 2014, 09:51:21 AM »
That solved it! Superb, thanks :)

Playmaker Help / Re: Attack animation won't trigger
« on: June 12, 2014, 08:06:00 AM »
You must tick the "Every Frame" on :)

Playmaker Help / Re: Help using PoolManager for bullets
« on: June 12, 2014, 03:40:08 AM »
Btw, is there any chance that the bullet has it's previous velocity when it is re-spawned?

(seems like you already tried set its kinematic on/off, that should solve it...)

Playmaker Help / Re: Raycast help for picking up items
« on: June 12, 2014, 03:37:51 AM »
[quote author=sorensilk link=topic=7523.msg36622#msg36622
For some reason, when I've picked up an item and try to walk straight forward or backwards the character controller gets hung up on something. Strafing left or right works fine. Or if I point the object all the way up at the ceiling or all the way down at the floor the player moves fine. It must be a collider or rigidbody doing something weird but I haven't figured it out yet. Did you ever get that bug?

I've had this too, it is because character collider is colliding with the item in hand. You can disable collider of the item, or make it have a layer which does not collide with player layer. Maybe also if the item is pivoted far enough from the character collider it will solve it. Try also adjusting the radius of character collider.

Playmaker Help / Re: Trigger Unhappy!
« on: June 12, 2014, 03:32:17 AM »
Try using "Trigger event" with 'On Trigger Exit' at State2, so it goes back to start only when player leaves the trigger.

Playmaker Help / Set ALL values of Array List Proxy?[SOLVED]
« on: June 12, 2014, 03:28:06 AM »
Is there action to set ALL the 'Prefilled data' indexes at once of Playmaker Array List Proxy component?

I only find "Array List Set" action useful to set one index at the time, but I would have to set all the indexes at once to the same value.

I tried "Array List Clear" but it deletes everything including the indexes.

Playmaker Help / Re: Help using PoolManager for bullets
« on: June 10, 2014, 01:45:20 PM »
Reset Bullet's transforms right before it is shot again.

Make it a global variable.

Use Bools and "Bool All True" action for checking that correct buttons have been pressed. Together with that you can then use "Bool Any True" to check if only some of the correct buttons are pressed, and maybe also "Bool None True" if none of the correct buttons are pressed.

You can also use Int's so that you give correct buttons a value of "3", and incorrect buttons "1". Each button then adds its particular value to shared Int variable. Then you compare (Int Compare) if that variable is equal to the sum of the correct buttons. Make sure to remove that particular value from the shared variable when the button is de-pressed.

Playmaker Help / Re: (Solved) Moving object on a platform?
« on: June 08, 2014, 03:27:13 AM »
I am sorry! By 1,1,1 I meant the scale transform only, not the position :)

Playmaker Help / Re: Moving object on a platform?
« on: June 08, 2014, 03:06:57 AM »
I guess the level needs to be designed so that the platforms don't overlap. I am not sure what you meant here :)

Playmaker Help / Re: GUI Camera
« on: June 08, 2014, 02:05:27 AM »
Can you tag both cameras as "Main Camera", does it work?

Playmaker Help / Re: Moving object on a platform?
« on: June 08, 2014, 02:04:28 AM »
Your parent object Transform needs to be 1,1,1 to avoid squashing.

But yes, vector3 check works also.

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