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Messages - C.J.Geringer

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Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: July 15, 2017, 04:26:53 PM »
Can you give a game name as sample?

Fallout 2, Wasteland 2.

tooltips are currently in an .xml file, but any impementation is ok, I am perfectly willing to change it for a good end result

tutorial might be whatever format is easier, video, text, sample project/package. any one would be greatly appreciated.

Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: July 15, 2017, 05:48:18 AM »
I would like a tutorial showing a good way to make a character creation screen similar to old school RPGs where one can increase/decrease attributes, choose perks and skils from pop-lists. And increase/decrease the ranks in the selected skills

Playmaker Help / Best Way to handle Object-wide variables
« on: April 06, 2017, 10:04:36 AM »
If I undertsand correctly, local variables can only be acessed by the FSM, and global variables can be acessed by any FSM in the scene.

I need variables that can be acessed by any FSM ina given object. what si the best way to do this?

Currently I have a centralised FSM, that manages all such variables, and all other FSMs look to it to syncronize their local variables. Is there a better way?

Playmaker Help / Re: Need Help understanding Itween actions
« on: February 13, 2017, 05:29:08 AM »
I tried downloading Dotween fromt he asset store, and use the free actions package I found here in the forums ( but it did not work, Is there a more updated, version somewhere (Free, I don´t intendoto buy the paid package.)

Is iTween truly bugged/not working?

Playmaker Help / Re: Need Help understanding Itween actions
« on: February 13, 2017, 01:59:19 AM »
Thank you for the reply, Same thing happens, but at different speeds.

I have also tryed changing the "Stop on exit" and "loop don´t finish" checkboxes

Playmaker Help / Need Help understanding Itween actions
« on: February 12, 2017, 06:47:32 AM »
i am having trouble understanding how to properly use iTween actions.

I am essentially using two iTween actions: rotate to and rotate by. Rotate to works as I expected.

However rotate by does not. i want it to rotate by a specific number of degrees, (e.g.:180) and I set the vector the same way I set in the "rotate to" Action:180;0;0, and then set the finish event to "Finished" which triggers a state transition

However the object always does multiple revolutions.Why is that?

Thank you for your time.

Playmaker Help / Re: 3D Jump with XZ speed conservation
« on: October 30, 2015, 03:02:37 AM »
Apprently "get velocity", needs a rigid body to work, and one shouldnot use a rigid body with a character controller.

Does anyoen know a work around for this, before I try to make my own custom action?

Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: October 29, 2015, 03:35:18 PM »
I am having trouble making a jump/falling system where the speed in the XZ plane is concerved with playmaker and mecanim.

A tutorial about that would be nice.

Playmaker Help / Re: 3D Jump with XZ speed conservation
« on: October 28, 2015, 05:14:50 PM »
I am trying to "get velocity", disable root motion, adding a y component to the vector gotten, and then "set velocity" to the new vector with added y component.

But even though it´s checked "every frame" Get velocity does not seem to be working, when I run the game the "speed" vector3 variable I created keeps being "0, 0, 0"

any ideas what might be happening?

Playmaker Help / 3D Jump with XZ speed conservation
« on: October 27, 2015, 05:27:25 PM »
I have a  3D movimentation system where the player can go forward/backwards and right/left with varying movement modes that have different speeds (animated trough root motion).

I need a system where whenever the character jumps, his  speed in hte X and Z actions is conserved, and his Y speed obeys a parable (he won´t be able to change directions mid-jump, nor control the height of the jump once he leaves ground). Ideally a Y axis force would be applied and gravity would take care of the rest, but this won´t work since character controllers aren´t affected by physics like that.

I intend to use the same behaviour after leaving ground whenever the character is ungrounded (e.g.: walks off a ledge, or is pushed out out of one).

Would someone please advise me on the best way to achieve this?

Thank you for your time.

Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: April 16, 2015, 01:32:02 PM »
I woul really appreciate a tutorial on hoew to add an skeletal mesh to a skeleton already on the scene.

For example, let´s say I have a character, and a pair of boots rigged to the same skeleton. What is the best way for me to add the boots on top of the character?

I want something similar to this webplayer example:

PM sent

Just re-read your last answer and you requested my animator component with "several" Layers. My animator component actually only has 3 layers, one for each arm and another for the rest of the body.

 It is also fairly simple because I haven´t solved this problem yet, and am waiting to have this working smoothly before adding complexity.

Do you still want me to send it?

I have a component and will share it tomorrow night when I get home.

If I understood correctly, the "LayerIndex" chooses whch animator layer the component syncs to. My problem is that I haven´t found out how to sync the selected layer to a specific Playmaker FSM in an object with multiple playmaker FSMs

When I tried the component only gave me the option to chose a game object, not which FSM in the object, nor was I able to find documentation on this.

In other words, If I have many FSMs in a given object, how can I choose only one to be sync with?

Am I missing something?

As requested, I am bumping this.

Thank you for your time.

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