playMaker

Author Topic: Compatibility of PlayMaker with Ultimate FPS  (Read 13813 times)

jeanfabre

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Re: Compatibility of PlayMaker with Ultimate FPS
« Reply #15 on: June 03, 2014, 08:07:00 AM »
Hi,

 noted: https://trello.com/c/LdWl2XIg/52-ufps-update

 As always, Please up vote this task to get it done quicker.

Bye,

 Jean

Gua

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Re: Compatibility of PlayMaker with Ultimate FPS
« Reply #16 on: June 07, 2014, 07:38:00 AM »
In a vp_FPController script, there is an state system

I would love to have ability to catch and assign those states. Obvious example is I need to know when player is that, of course in a new version of UFPS support we will probably have "ufps is dead active" action. But there is where I would use less obvious example.

For example I want to build stamina system. For that, I need an ability to know, when player is running, and ability to temporary remove block ability to run.

Just one of examples of the fact, that current level of integration with UFPS is too shallow.

Gua

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Re: Compatibility of PlayMaker with Ultimate FPS
« Reply #17 on: June 17, 2014, 03:31:02 PM »
We have UFPS is Dead Active state. If I want to show some menu when player is dead, the proper way to use it is something like.

Is dead active? -> wait 1 sec -> Is dead active? -> wait 1 sec ... ?

Gua

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jeanfabre

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Re: Compatibility of PlayMaker with Ultimate FPS
« Reply #19 on: July 16, 2014, 08:26:40 AM »
Hi,

 I have added these to the trello task.

https://trello.com/c/LdWl2XIg/52-ufps-update

 Bye,

 Jean