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481
Playmaker Help / Re: Move and Rotate
« on: July 18, 2014, 06:13:06 AM »
Hello,

My setup as follows, not finished, but works:)

Character goes to a car, shoots a ray to a door, gets that door as gameObject - tells to open/close.

In the car above all seat I have empty objects(sitting positions with Z facing forward), when Character opens the door, he lookAt the desired seat.

Set CharacterCotroller to disabled, Rigidbody to isKinematic.
Begins animation getting in and while animation plays translate char position to seat pos and while moving lookAt pos changes from Seat position to Seat pos+4 in Z axes so it rotates looking at car's front while getting in.

Last I set the sitting pose 1(driver) or 2(passenger) and parent Character to the Seat.


482
Playmaker Help / Re: PhotonNetwork.InstantiateSceneObject
« on: July 16, 2014, 02:08:00 PM »
Hello,

Where could I find this action?
PhotonNetwork.InstantiateSceneObject

Looked in PM Wiki and Ecosystem.

Is it a good idea to use it on human AI ?
A scene manager would deal with AI spawning depending players positions.


Thank you!

483
Playmaker Help / Re: getting a material color
« on: July 16, 2014, 09:21:02 AM »
Try creating an Object variable and set it to UnityEngine>Material
Use Get Material action, store it in that variable
and then Get Property>Color


484
Playmaker Help / Re: getting a material color
« on: July 16, 2014, 08:02:19 AM »
Hi, search for "Material" in actions browser.
There are get/set Material/Material.Color

485
Hello,

I had something similar, this happens because Animator overrides the Position and Rotation for bones, so you wont notice the force.
For now I left this unfinished, but I was thinking maybe, if you hit the head, a layer mask for Animator is set to ignore the head, so you can set it to ragdoll(head only) and recieve the force(bullet). Could be done to all parts of a body.
Just a thought, havent tested.


486
Action Requests / Re: Wheel colliders
« on: July 16, 2014, 07:22:46 AM »
Hi, thanks for your insight,

3d platform, trying to move wheel meshes up/down by following wheelcolliders.
Wheel colliders dont move up/down them selves, instead they bounce with its ray.
So I cant parent meshes to colliders.
I have tried getCollision info and collision enter, but they are something different I guess.

Idea to do this:

(picture A)
if wheelcollider isGrounded(get Property) = False,
the wheel mesh moves -Y self space x amount (like when a car is in air suspension is released)

(picture C)
if True - I could use the colliders in-built ray to get GroundHit point Y and move the mesh up/down.

Thanks

487
Try to uncheck that action on import window. To see if thats the reason and you can start pathfinding missing one action.

Good luck!

488
Hello,

I had one problem with "Unity 4.3.x Package" of pathfinding,
maybe this helps somehow:

After importing actions I got playmaker editor freezes.
Found a "solution" by deleting one action after another and came up the "NavMesh Find Closest Edge" action - deleted it and had no problems after that. I'm not using it so its ok for me:)

Hope you get the cure soon;)

And download the pack for Unity 4 only.

489
Playmaker Help / Re: Need some help with Wheelcollider
« on: July 06, 2014, 11:33:15 PM »
Select that Game object with Wheel collider in Hierarchy and drag the WheelCollider component from Inspector window. Drag it by "Wheel Collider" name.
At start I was confused about this too;)


490
Playmaker Help / Re: Need some help with Wheelcollider
« on: July 06, 2014, 08:30:46 AM »
Hi,

if you have an empty game object with wheel collider, you should Get Property from WheelCollider component not the Gameobject it seft.
Hope this helps.

491
User Showcase / Re: 'Virginia', an interactive drama
« on: July 02, 2014, 07:45:53 AM »
Awesome, saw it earlier today at Joystiq:
http://www.joystiq.com/2014/07/01/x-files-twin-peaks-inspire-virginia-from-ex-ea-gta-devs/


Very good art style for the genre,
good luck!

492
Playmaker Help / Re: Key down firing multiple events wrongly
« on: July 02, 2014, 06:39:35 AM »
Hi!

Maybe FSM1 have KeyDown action and FSM2 KeyUp? So they read the same key?
Just a thought.


Edit:
In Title I see you have KeyDown.

I had something similar so I changed to KeyUp.
Because if you press Down the key it does the action (Enable Fsm), but almoust allways the new FSM will catch that the key is still down.
Putting it to KeyUp would be saver as it happens only when you release the key.

493
Action Requests / Re: Wheel colliders
« on: June 30, 2014, 08:21:01 AM »
Hello Playmaker world  :)


blackant:
SetWheelColliderProperties
http://hutonggames.com/playmakerforum/index.php?topic=3981.0


Under this topic I would like to add a request regarding wheels.
Im trying to set mesh of a wheel to follow the suspension.
There is a function GetGroundHit(hit: WheelHit) in Unity docs, please check:

http://docs.unity3d.com/ScriptReference/WheelCollider.GetGroundHit.html
http://docs.unity3d.com/ScriptReference/WheelHit.html

Anthing like this done in Playmaker before? I was thinking of using raycast for each wheel to check the ground point and move the mesh accordingly, but this would take much performance no?

Whats your experience?
Thanks

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