Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: coffeeANDsoda on December 14, 2014, 02:54:45 AM
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How is a flappy bird style death or kill trap by collision system work?
Sure theirs telling the damage doing object to destroy another object, but when I set up a empty object with a global float variable all I get is the object FSM being disabled with a error message exceeding loop count.
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Just use the global transition event ON COLLISION ENTER to transition to a state where it kills the character.
Any collision will trigger it.
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Just use the global transition event ON COLLISION ENTER to transition to a state where it kills the character.
Literally on any FSM attached to the player?
Any collision will trigger it.
For one object tagged or not?
Another issue I have with setting up a global transition event is that when I make one in the FSM as for example Jumping, when I start the game, it goes straight to the COLLISION ENTER global transition event. Not when I collide with a object that triggers death/destroy the player.
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Have you seen this?
Or this?
The vids should help clear things up.
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Problem is in the third video, when another global transition event is created, it applies for every object. I tried that and the FSM automatically switched to that COLLISION ENTER event, preventing the player from jumping.
The Trigger video covers global transition events? Don't recall seeing anything regarding triggers in that example when I watched it awhile back.
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Another thing to add, I'd like to have a instant death object set up that is similar to this video. But without a health system. Just a another fsm or global transition event to enable death and respawn.
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The current set up of both the object and the player.
https://db.tt/nr0KdLsA
https://db.tt/gIHcYFh8
https://db.tt/3lj0JD8J
https://db.tt/4p88eNLd
https://db.tt/74mXlgrb
https://db.tt/GBgubjos
https://db.tt/PluYBZYQ