playMaker

Author Topic: Simple door unlocking system issues. [SOLVED]  (Read 17482 times)

Lane

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Re: Simple door unlocking system issues.
« Reply #30 on: September 28, 2014, 10:44:39 PM »
State info?
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coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #31 on: September 28, 2014, 10:50:32 PM »
State info?

Like all of actions in each of the states in the other FSM.
« Last Edit: September 28, 2014, 10:53:52 PM by coffeeANDsoda »

Lane

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Re: Simple door unlocking system issues.
« Reply #32 on: September 29, 2014, 07:00:23 AM »
Why would you need to clone that information?
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coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #33 on: September 29, 2014, 03:02:31 PM »
Why would you need to clone that information?

Isn't that what you meant earlier though? To add standard bool actions to the player inorder for the door to be locked everytime it goes up to one without keys?
« Last Edit: September 29, 2014, 03:12:45 PM by coffeeANDsoda »

coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #34 on: September 30, 2014, 01:31:44 AM »
Also, if I'm not mistaken, you did mention to add a get fsm bool action on the key right? In the variable name section, I can't access the local variables in that fsm.
« Last Edit: September 30, 2014, 01:39:35 AM by coffeeANDsoda »

Lane

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Re: Simple door unlocking system issues.
« Reply #35 on: September 30, 2014, 07:40:56 AM »
Here, this is how it works, download the attached .unitypackage.

You probably need the 4.6b17 release to import the package.

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coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #36 on: September 30, 2014, 03:25:32 PM »
Here, this is how it works, download the attached .unitypackage.

You probably need the 4.6b17 release to import the package.



Can it load all the FSMs? Because I'm on unity version 4.2.2 and I already have quite a few projects saved in it.
« Last Edit: September 30, 2014, 03:32:32 PM by coffeeANDsoda »

coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #37 on: October 06, 2014, 08:07:24 PM »
Hello again, I have two questions about learning from the example that you gave me.

#1 What should I do if I don't use a material indicating whether or not it's opened?

#2 How would picking up an item work for the object being parented? Because the last time I checked my project, the keys are parented and it used Destroy Object compared to your example? Should I just use one object altogether and add a separate FSM for simple itween animation?

Lane

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Re: Simple door unlocking system issues.
« Reply #38 on: October 07, 2014, 12:20:01 AM »
Quote
#1 What should I do if I don't use a material indicating whether or not it's opened?

What stops you from doing anything you want instead?

Quote
#2 How would picking up an item work for the object being parented? Because the last time I checked my project, the keys are parented and it used Destroy Object compared to your example? Should I just use one object altogether and add a separate FSM for simple itween animation?

I'm not sure what you mean here, probably something specific to your project? Likely just a matter of destroying the parent instead of the object with the fsm. Basic stuff you need to integrate in your project.
Products by Cleverous
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|| That Hurt! : Dmg Floaties
|| Quinn : 3D

coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #39 on: October 07, 2014, 12:50:18 AM »
I'm not sure what you mean here

Your example applied only to a single object instead of a parented object. Or adding a box collider to the object verses a mesh collider. Don't really see how I could get animation to work with the key data all at the same time.
« Last Edit: October 07, 2014, 12:57:51 AM by coffeeANDsoda »

Lane

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Re: Simple door unlocking system issues.
« Reply #40 on: October 07, 2014, 10:45:49 AM »
When the trigger executes you just have to do whatever else you want it to do. If you don't want it to destroy immediately but instead run an animation then just use the appropriate actions to accomplish that and get rid of the destroy action. You have full flexibility, don't be shy about adding or removing things to experiment as that is the best way to learn.
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|| That Hurt! : Dmg Floaties
|| Quinn : 3D

colpolstudios

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Re: Simple door unlocking system issues.
« Reply #41 on: October 09, 2014, 04:46:06 PM »
Hi, I hope you don`t mind me jumping in, but from the video this is an excellent example.

I have a play maker template where you can choose if the player needs a key to open the door.

The need key bool can be set within the inspector to false or true.

True "you need a key to access"

False "no key needed"

To be honest I don`t know if you can share templates.

let me know if this kind of help would be useful.

I am not around much lately, but will check on a reply when I can.

coffeeANDsoda

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Re: Simple door unlocking system issues.
« Reply #42 on: October 17, 2014, 09:48:31 PM »
When the trigger executes you just have to do whatever else you want it to do. If you don't want it to destroy immediately but instead run an animation then just use the appropriate actions to accomplish that and get rid of the destroy action. You have full flexibility, don't be shy about adding or removing things to experiment as that is the best way to learn.

I see. Even though I'm running on Unity 4.2, I managed to look at the example file you uploaded, added the needed global variables, actions, etc , and got it to work. Thanks for your help.