playMaker

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31
Playmaker Help / Re: Help with procedurally generated rooms
« on: June 07, 2014, 12:45:33 AM »
tomorrow i will make it multi threaded, so that when room is spawned, that room will take control over its doors, and spawn rooms there, if available. and i believe that will speed up generation process alot.

When I tested procedural generation with PM, that is how I did it. Every room had it's own logic what do after it was spawned to scene.

Anyway interesting project, truly shows how powerful and capable PM is :)


32
I watched your video, here's what is going on:

When you create the sword, it takes the spawn position from player Prefab. The position is the transform that is saved to the Prefab. You don't want that to happen, as Gameobjects and Prefabs should always refer to any current scene objects.

You should put action to your player prefab which saves itself into a Gameobject variable (preferably global var). Now when you create your sword at the runtime, you use that variable as spawn point.

You must also set the sword as a child of the player gameobject using "Set Parent", otherwise it won't follow the player.


33
Playmaker Help / Re: enter a password on a plan
« on: May 31, 2014, 11:54:24 AM »
Yes, you could use 3D Text and Camera with Render to Texture to make typing appear on computer screen etc.

34
It sounds you have lost Prefab-references at some point in your logic. You should save any reference-required Prefabs into a variable and refer to that.

35
Playmaker Help / Re: Lap system with checkpoint for racing game
« on: May 26, 2014, 11:38:32 PM »
Some ideas:

Make a system where next checkpoint is only activated when player is at previous checkpoint.

Give every checkpoint a bool value, and when player is at last checkpoint/finish line compare these bools using "Bool All True".

Make every checkpoint add a '1' to a Int-variable, and when at finish compare if the total Int value is large enough.




36
Playmaker Help / Re: Turn off
« on: May 23, 2014, 07:27:02 AM »
I don't think you can do that... I could be wrong though.

37
Same has happened to me one or two occasions, I don't really know the reason behind it. All you can do now is delete your blank global variables, and make completely new ones preferably with new names.

38
Playmaker Help / Re: 2nd onscreen camera
« on: May 22, 2014, 02:48:46 AM »
Put another camera in the scene, and from the camera properties adjust Viewport Rect. X and Y defines location of the smaller screen, and W and H defines size. Note that the size and shape of the smaller screen is in relation to the main screen.

If you want to have fixed size smaller screen, you need to use Render to Texture maybe.

39
Playmaker Help / Re: Change camera position
« on: May 22, 2014, 02:41:22 AM »
Use "Get Position" for the camera and save it's current position to a Vector3 variable. Then use "Vector3 Add XYZ" and add desired number to any of the axes. Now use "Set Position" action and change the position of the camera.

40
Playmaker Help / Re: Turn off
« on: May 22, 2014, 02:31:45 AM »
Depending on the situation, you can use for example "Activate Game Object" action. Or then if you want to disable just the camera component only, drag the Camera component to FSM state and select "Set Property", then from the dropdown menu select "enabled" and tick it off.

41
Playmaker Help / Re: create object as a child
« on: May 11, 2014, 10:18:16 AM »
Yes, use "Set Parent" action.

42
Playmaker Help / Re: GameObjectCompare problem
« on: May 11, 2014, 12:59:32 AM »
Gameobject compare does not work here, as two different gameobject are always different even with same name and other properties. There are many ways how to achieve what you want,

-give these gameobjects same name, and then use "Get name" action and "String compare"

-put a FSM to these cards, and define Int variable that has same value in both cards. Then use "Int compare".

There might be more ways too, I probably would use the naming solution.

43
Playmaker Help / Re: Making Playmaker built game moddable?
« on: May 10, 2014, 07:53:40 AM »
You could potentially save all of the variables, using easy save, your game uses in an editable txt file (no encryption key) and then load that file at the start when your game is loaded (this is how I'm doing it right now).
This would allow the player to change values to make the game harder or easier (like more hp, more damage per hit, faster weapons cd's, etc.).

These however are very small 'mod' options, but there's the possibility to expand on this further, if you were to generate, let's say, completely new weapon systems through text files, this however is above me for the moment, but I'm sure it's possible.

I think that could be actually done quite easily through ES2 save files. However proper modding support would require also replacing meshes, textures and sounds too...

44
Playmaker Help / Making Playmaker built game moddable?
« on: May 10, 2014, 01:45:26 AM »
I believe this is quite enormous topic, but is there a theoretic possibility of making Unity game with PM moddable? I've read somewhere that Easy Save 2 has some file handling features, but I couldn't find anything more about that.

Just wanted to know if it is NOT possible, or is too difficult requiring a lot custom coding so I can ditch that idea.

45
Playmaker Help / Re: Camera Switching On Button Click
« on: April 30, 2014, 02:44:34 AM »
Yes, it is easy with Playmaker.

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