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Messages - djaydino

Pages: 1 ... 145 146 [147] 148 149 ... 151
2191
Playmaker Help / Re: Start and Stop Gamemanager
« on: November 27, 2014, 09:10:16 PM »
several things are not stopped with scale time

what you can do maybe is send a global event to those thing that did not stop and set it to a different state

2192
Playmaker Help / Light sequence
« on: November 27, 2014, 03:01:58 AM »
hi, i am making a light strip with 20+ lights and i want to let a light run in 50+ different preset sequences (left to right, right to left, stop for a seccond @ light nr4 and so on) giving each light a number 01-20+ so i can set it like this (for example) :
1,2,3,2,3,4,5,wait 0.5,6,5,4,5,6 and so on for a sequence

whats the best way to do this?
i know how to do this with states but that is gonna be a lot of work.

2193
on picture 1 change textures i think and for the shatter effect use particle system

2194
Share New Actions / Re: Countdown Timer
« on: November 24, 2014, 01:35:58 AM »
thx, i just added this on the Ecosystem and seems to work :)

2195
Share New Actions / Countdown Timer
« on: November 24, 2014, 12:27:03 AM »
hi, i made a countdown timer action for one of my projects and i will share it here :)
i don't know if it exist already but i could not find 1 so here it is :

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
/*--- __ECO__ __ACTION__ ---*/

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Time)]
[Tooltip("Countdown from a certain time to a certain time and possible to display time left")]
public class CountdownTimer  : FsmStateAction
{
[RequiredField]
[Tooltip("Time To Countdown from")]
public FsmFloat time;
[Tooltip("Stop timer when this time is reached. Value must be lower than time")]
public FsmFloat stopOn;
public FsmEvent finishEvent;
public bool realTime;
public FsmFloat storeValue;

private float startTime;
private float timer;

public override void Reset()
{
time = 1f;
stopOn = 0f;
finishEvent = null;
realTime = false;
storeValue = null;
}

public override void OnEnter()
{
if (time.Value <= stopOn.Value)
{
Fsm.Event(finishEvent);
Finish();
return;
}

startTime = FsmTime.RealtimeSinceStartup;
timer = 0f;
}

public override void OnUpdate()
{
if (realTime)
{
timer = FsmTime.RealtimeSinceStartup - startTime;
storeValue.Value = time.Value - timer;
}
else
{
timer += Time.deltaTime;
storeValue.Value = time.Value - timer;
}

if (storeValue.Value <= stopOn.Value)
{
Finish();
if (finishEvent != null)
{
Fsm.Event(finishEvent);
}
}
}

}
}

you can let it countdown to any value and you can store the time left value to convert it to a string.

and should be ready to be added to the Ecosystem.

greets djaydino

Edit : Countdown Timer is now Available on the Ecosystem.

2196
Playmaker Help / Re: Rifle aim pro
« on: November 23, 2014, 09:40:48 PM »
yes, that can be done.

here's a video on how to communicate scrips with playmaker

2197
Playmaker Help / Re: Please help! Can't get Playmaker to start
« on: November 23, 2014, 09:25:04 PM »
try installing it directly from the asset store :

click window / asset store (or ctrl9)

login if not logged in,

search for playmaker.

click on import , import all

and that should work


edit : i just noticed on the picture that your folder is now PlayMaker/PlayMaker

try dragging the folder on the right side to the center (root)

2198
Android Help / Re: OnMouse_ event handlers error..Need Help..!!
« on: November 23, 2014, 07:26:36 AM »
you should use touch actions for mobile instead of mouse down action

the "error" you get is not an error but a warning
It will give this warning even if you are not using any on mouse
but does not give any problems

2199
Playmaker Help / Re: Move Towards, unable to define target
« on: November 21, 2014, 11:06:20 AM »
when you drag in a object into a state it will ask this and you can then get or set anything on that object (position,color,material, etc.)

what action are you using?
did you try to drag / drop on a different action?

2200
Playmaker Help / Re: Memory Game
« on: November 21, 2014, 10:47:47 AM »
you can find it Here
i can't find it on the Ecosystem tho

2201
yes you can.
But i haven't use Github yet so i might need a little help to get started :)
I have send you a pm with my e-mail  connected to github.

2202
i was actually thinking that it would be nice if it would be added in the original Actions on a next update.
but it can be done in custom actions also,
any suggestion how to name them?
 
sorry for this late reaction, i went to Philippines and it took a while to get some decent internet connection.

i will try to get them done as soon as i can
what do i need to do to work directly on the ecosystem ?

greetings djaydino

2203
i just noticed that in "Random event" No Repeat is used, i will edit this script and set it to No Repeat also for better clarity.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
/*--- __ECO__ __ACTION__ ---*/
// http://hutonggames.com/playmakerforum/index.php?topic=8665.msg41731#msg41731

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Math)]
[Tooltip("Pick a random weighted Int picked from an array of Ints.")]
public class RandomWeightedInt : FsmStateAction
{
[CompoundArray("Ints", "Int", "Weight")]
public FsmInt[] ints;
[HasFloatSlider(0, 1)]
public FsmFloat[] weights;

[RequiredField]
[UIHint(UIHint.Variable)]
public FsmInt result;
[Tooltip("Don't repeat the same Int twice in a row.")]
public FsmBool noRepeat;

private int randomIndex;
private int lastIndex = -1;

public override void Reset()
{
ints = new FsmInt[3];
ints[0] = 1;
ints[1] = 2;
ints[2] = 3;
weights = new FsmFloat[] {1,1,1};
result = null;
noRepeat = false;
}
public override void OnEnter()
{

PickRandom();
Finish ();
}

void PickRandom()
{
if (ints.Length ==  0)
{
return;
}

if (noRepeat.Value)
{
do
{
randomIndex = ActionHelpers.GetRandomWeightedIndex(weights);
} while ( randomIndex == lastIndex);

lastIndex = randomIndex;
result.Value = ints[randomIndex].Value;

}else
{
randomIndex = ActionHelpers.GetRandomWeightedIndex(weights);
result.Value = ints[randomIndex].Value;
}
}
}
}
when i have some extra time i will make a bundle from the other randoms and implement No Repeat to them.

2204
bumb:

i bumbed this because i did not see a reply yet and i think it is important that the Random Weighted int works correctly :)

2205
Playmaker Help / Re: Random X Y movement - Please assist.
« on: November 01, 2014, 04:35:25 AM »
did you look @ the tutorial videos?

if you follow those (and some tutorials in the playmaker tutorials section )
that should get you started.

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