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Author Topic: Thunder simulation  (Read 2336 times)

PolyMad

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Thunder simulation
« on: May 08, 2013, 01:54:45 PM »
I want to simulate a thunder.
For this I have set up a main parent object, and parented 3 objects to it.

In the parent FSM I have put a GET RANDOM CHILD, and I activate the selected game object and deactivate the last selected child.

But this is not working because the get random child action has no option to work at each fram.
How can I overcome this?



I was thinking: it is strange that the action GET RANDOM CHILD cannot be called at each frame, while the ACTIVATE GAME OBJECT has the option.
I can't understand why one would call the activation of a game object at each frame.

I have tried also other solutions, but I occur to the same problem: when I want to set up something that happens at every frame, some command does not allow me to do it.
In example, also the RANDOM INT can't be called at every frame.

And it's virtually for EVERYTHING like this.
I can't set up a loop in a state to do what I want.
Also SELECT RANDOM GAME OBJECT is missing the EVERY FRAME option.

Why?
« Last Edit: May 08, 2013, 03:24:47 PM by megmaltese »

sebaslive

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Re: Thunder simulation
« Reply #1 on: May 08, 2013, 03:23:00 PM »
This is a dirty work around but why not use a wait event with .01 that goes to finished and transition that to the same state?

Not sure if there is a reason for the actions not having every frame on them though...
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PolyMad

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Re: Thunder simulation
« Reply #2 on: May 12, 2013, 12:28:08 AM »
Thank you!
This works perfectly, I wonder if it's intended...