Hi,
Ok, Deep breath! this is going to be quite heavy, so bear with me. Get the package here:
https://hutonggames.fogbugz.com/default.asp?W1110You'll have a specific demos "PlayMaker DemoScene 3" that is your first stop to learn and understand.
-- I have implemented an activity watcher, so you can have global events to know when player does something ( dead, walk, run, crouch etc). All global events are created already, you just need to have the prefab in your scene, and implement the various "UFPSC / ACTIVITY / XXX / XXX" that you need on them Fsm.
As far as custom actions, you'll have for now:
Damage
-- Amount of Health: You can now set and get health: WARNING, I found an issue that if you set health above the max possible value, you will see the hud showing what you setted, but under the hood it's only the maxed out value... I have contacted the author for this, maybe there is something to do to properly refresh the HUD, but I haven't found it.
-- Damage: simply send a message "Damage" with a float of the amount of damage to apply. that's how it's done within the game examples as well.
-- Inventory: you can add weapons and items ( clip and ammo, they are all the same, simply reference the proper inventory item).
-- health getter and setter, and an action to know if the user is dead ( you can also simply watch for DEAD activity using the global events.
Now, you must realize ( not just you, everyone interesting in working with UFPSC and playmaker together), that UFPSC is a powerfull beast, it's an amazing system, but it comes at a price, it means you have to fully understand how it works, AND to do so, you will need basic scripting knowledge. Why? because UFPSC in itself is not what you see in the demos, the demos are made on top of UFPSC, therefore the actions and activities that I implemented are related and specific to the demos. It's tricky, because the author did such a good job, that you can simply use that in your game, and you are good to go for 99% of your needs! If you plan on going crazy with UFPSC, then you will have to edit scripts to create new activities, which means in turns scripting custom actions to work with these new activities.
Having said that. You should carefully study the demos as is, without playmaker, they are SOOOO powerful, and the author did such a great job, that I personnally don't see much needs of playmaker implementation, since everything it already there presented conveniently, and ready to work.
Now, I have made a playmaker integration within Demo 3 to demonstrate how to add a weapon ( as if the user pick one), and how to add clips ( as if th euser picks one in game), This will be your first stop to understand how it works
If you have activities that you want to see available, let me know. Again, the likely issue you will have is that you won't understand what activities are and how to work with them if you don't have some basic scripting knowledge and read the docs properly again and again ( I had too as well, don't worry). So if you have questions, I'll try to come up with a related behavior in the demos, else it's likely that you'll have to implement it from scratch.
Bye,
Jean