Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: colpolstudios on January 14, 2014, 07:58:46 AM
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I am using the axis event extended to contol the animations played.
A seperate fsm controls the movement of the object.
I have added a way for the user to shoot, but the user is required to press the current direction key again in order to play the same walking direction.
Is there such a thing as "key is down", not "get key down"
I need to know is the key still down not you must press the key again.
Anyone know of a way to do this?
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Are you using Mecanim?
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@ Lane No i am not using Mecanim.
I with help have developed a new sprite system and am currently working on providing playmaker interaction with it.
My problem is in order to play another animation I must leave the state that uses the axis event extended.
So after playing the new animation you must press a key.
example: up arrow pressed walking forward playing, user shoots (left mouse button) stop the movment play the shooting frames check has it reached the end re-enable movment.
If i am currently holding down the up arrow I must let go and press again.
This does not feel or look good.
I am still quite new to playmaker possibly you know of a way to help?
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Why not use two FSM's? One with Get Axis Vector to handle movement and one for firing the weapon.
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I have been thinking about my setup.
I am using a character controller for the player.
The get axis vector action and the controller simple move to only move the player.
Could I use the axis vector again in a new state to dectect key presses?
I am unsure in what way the store magnitude could help me.
I think I should be using these actions and not use the axis extended at all.
I have all of the global events setup, but using the axis event extended.
There must be a way to use the information I have from the get axis vector and controller simple move to send the msg to the animations.
I am going to test some theorys and see what happens
bye
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Hi and here is the working shooting took ages but got it in the end.