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Messages - colpolstudios

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Although yes I can get the X and Y floats from the joystick FSM

my character will only walk forwards.

I'm thinking that this is due to my current animator setup, as he is always walking forwards.

The input direction compass, however, ensures that the character is looking in the right direction.

The Camera autolook is a child of the input direction compass, in the movement fsm with the "smooth look at" pointed to this object.

Should I be using the floats in the joystick FSM here as well?

But what about the relative to main camera, how does this fit in?


PlayMaker Help / Re: how to access the rigidbody of a spawned prefab
« on: November 11, 2019, 09:38:24 AM »
In the end, I got it to work but not using a prefab at all.

The grenade is now a child of the character and activated or deactivated.

It's like a pooled object, but though going to get it all working.

Middle mouse to activate grenade.

right mouse button to aim, using trajectory predictor.

Left mouse to apply force.

I've also been able to tie this into my custom aiming system, and the crosshair target now acts as the target location for the grenade landing point.

I don't have a web demo just yet as I need to define the new ability to the joystick.


PlayMaker Help / Re: how to access the rigidbody of a spawned prefab
« on: November 11, 2019, 01:32:30 AM »
You can try this one, but get it from Ecosystem:

Thanks for the action, is it possible also to access a script that is on this prefab?

I need to be able to activate/deactivate this script.

The fsm on the spawned prefab is trying to do this, but atm I can't :(

Thanks, jean, im am still working through some issues and shall try your suggestion when im ready.

PlayMaker Help / Re: how to access the rigidbody of a spawned prefab
« on: November 10, 2019, 12:41:09 PM »
I seem to have run into another issue.

I need to set the parent of the grenade to the player and im not allowed :(

PlayMaker Help / how to access the rigidbody of a spawned prefab [SOLVED]
« on: November 10, 2019, 03:55:30 AM »
what why can I access the component of a spawned prefab using playmaker?


I wish to spawn a grenade in the player's hand, but I need to turn on/off "is kinamatic".

while the grenade is in his hand "is kinamatic" is on. Then just before I add force I need to turn this property off.

I have tried, but it seems this is not possible.

But maybe I'm missing something simple?

I was able to setup the right mobile control stick for my camera quite easily but having trouble figuring out how to setup the left one so that my character will move.

Please view the screenshot of the current setup.

General Discussion / Re: switching between scenes
« on: November 06, 2019, 05:06:40 AM »
My player is still under development so not prefab YET.

In the attached screenshot you will see the mouse and joystick controls are children.

I wanted the end user to only have to worry about placing the prefab into the scene and they are god to go!

I am currently using a lot of global variables and have read that this approach has issues and should be revised.

The scene is where you setup the player and test it out, so I can see the benefits of moving the mouse control to away from the player.

Mouse control remains constant and you are unable to change the keys in use.

The joystick control comes into play more due to the fact you have to actually play and try out and possibly change the buttons.

Then at some point the end user would have created a new scene that would come into play once they are happy with the controls they have setup.

Hope i'm making sense?

Thanks for your feedback and time.

Kind regards


General Discussion / switching between scenes
« on: November 05, 2019, 03:54:14 PM »
In my current project, I was switching / loading a new scene in regard to allowing the user to change joystick buttons.

I quickly found out that switching back to the main scene required possibly a lot of extra work.

I had a number of enemy targets and you may have hit one or more, but when you returned to play they are still there.

I am using this approach now:

One scene.

The controller aspect with the buttons and its own camera the ability to remap buttons.

The player who has his own camera and each weapon you use.

The environment: holds the ground, enemy targets and surrounding walls.

When the controller aspect is in use. I reposition the environment and disable the player.

Then when you need to play.

deactivate the controller and reposition the environment and activate the player.

I am curious as to what you think and possible suggestions that you use.

you can test it here:

Remember its a wip

PlayMaker Help / Re: translate an object using mouse position [SOLVED]
« on: November 05, 2019, 12:10:00 PM »
Here you go, sorry for the late reply.

Having internet cover issues :(

PlayMaker Help / Re: translate an object using mouse position [SOLVED]
« on: November 03, 2019, 11:52:51 AM »
Thanks for your reply, but this is now resolved.

PlayMaker Help / translate an object using mouse position [SOLVED]
« on: November 02, 2019, 04:12:07 PM »
I require some help in translating a sphere so that it will follow the mouse, but not using the follow mouse action.

I want my sphere to translate to each new position of the mouse

PlayMaker Help / Re: bullet help [SOLVED]
« on: October 31, 2019, 04:39:01 PM »
I thought
daniellogin and djaydino

Might be intrested in the way I have done things?

Points of interest:

variable naming.

I thought as each FSM is unique. I did not have to worry about naming issues.

However, inadvertently thinking this way helped in re-organizing my global custom events.

So now, I have custom specific events in relation to the pistol and the dual handed weapons.

I fixed some outstanding bugs.

Reloading, but would like to improve on this current method.

currently, you have to wait until the ammo runs out.

I'd like to be able to do this if any ammo was used, replacing the ammo used!

My current switching between shooting and NOT shooting has issues and will need a separate help request.

I wish to thank you both for your time and help with me.

Kind regards



PlayMaker Help / Re: bullet help
« on: October 29, 2019, 03:48:50 PM »
I tried something a little different.

In the IK pistol FSM at the activate IK state I added

raycast 2: from the spawn target for the pistol

distance 10

store the "hitpoint" on miss

I created a new crosshair in the hierarchy this is not a child!

Set position of this crosshair vector "hitpoint" every frame and late update.

Then in the deactivate IK state I set the position of the crosshair to out of sight.

The only thing is that when I shoot the crosshair itself moves along the line of the bullet

Edit: Ive spotted the error I am in the process of updating the shooting system to use raycast.

Thank you both for all of your valuable help

PlayMaker Help / Re: bullet help
« on: October 25, 2019, 01:52:12 PM »
Just to be clear the character and all of his children are set to ignore raycast.

The spawned bullet is on Default layer.

The walls, floor and enemies are also on default layer.

No collider on the weapons.

I am now using (Get Rotation action)

However I do not see any great difference the bullet still misses the croshair target.

PlayMaker Help / Re: bullet help
« on: October 25, 2019, 05:45:56 AM »
I am still having the same issue with the bullet acting strangely

Would please take a look at the updated attached image thank you

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