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Messages - verybinary

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PlayMaker Help / Re: lock and unlock levels and currency system
« on: August 01, 2018, 11:29:19 AM »
1. a new variable. lets call it moneyint. If the player picks up money, moneyint = moneyint + pickedup
2. another variable. lets call it progressint. when player beats a level, progressint = progressint + 1 and when they try to go to another level check if progressint is equal to 1
3. when player tries to get in a car, if their moneyint is greater than carcost, then the door is opened

This would be an input issue.
in the unity input thing, you will have p1jump p2jump p1attack p2 attack
youre gonna have two FSMs. one for each player that waits for each players input, and each prefab will listen to their own FSM
it wont matter if you have on screen buttons or get controller input. its handled the same way with the unity input system at its core.
Playmaker would just get input and send it to unities input manager by name

PlayMaker Help / Re: Vehicle set up issue
« on: July 18, 2018, 11:49:25 AM »
I dunno. it depends on how you turn. if you get X from the joystick, and rotate the car by X, to undo it, you should be able to rotate -X.
If the issue isn't turning, and its the direction of travel when the cars supposed to stop turning, you would have to look at how to adjust the cars trajectory in the first place

PlayMaker Help / Re: Constantly test if an FSM array has changed?
« on: July 17, 2018, 10:33:50 AM »
you could have an FSM that manages this?
set array index 0 as index0
set array index 1 as index1
set array index 2 as index2

check if index0 changed
check if index1 changed
check if index2 changed


when you set index X to true, set a var, somewhere, to something, in the same state and have your read paper FSM look at that var? (this one is probably better in most cases)

PlayMaker Help / Re: How can a gameobject store itself as a variable?
« on: July 10, 2018, 01:37:30 PM »
use the "get owner" action

PlayMaker Help / Re: enemy face player not working right
« on: July 10, 2018, 06:09:21 AM »
what action are you using?
it should be pretty easy with "smooth look at"

there is an action for the mouse cursor, cant remember the name, it lets you hide the cursor, and/or lock it to the center of the screen. (in my head, its 0,0 but im not sure where the origin point is)
you could try locking the cursor to the middle, doing your animation, then unlocking the cursor? that should ignore mouse movement while the cube is moving.

PlayMaker Help / Re: Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 12:02:06 PM »
new way to do it all...
4 buttons
1 buttonmanager object
the buttonmanager has 4 global states named push1 through push4. each global event goes to a state that sets a local variable to 1 - 4, then on to the processing that would happen with that
onclick, each of the buttons each send their own state in button manager.

edit: I don't use global transitions, but also assumed transitions were different than variables, was just trying to give options. nevermind.

General Discussion / Re: Mutiplayer game with Playmaker?
« on: July 03, 2018, 10:34:51 AM »
first off, why is your teacher making you create a full game when you haven't been taught to make a game yet? Are you sure that you aren't supposed to just make the art. if you're supposed to make a full game, its either
a: not in unity, maybe an easier engine
b: not going to have much expectation considering you haven't been taught anything.
second, playmaker ships with photon networking, but this isn't made for local multiplayer, but it can be if everyone local connects to it...

and third, its july. if you're even in school, its the very beginning or very end of the year.
if its the beginning, you have plenty of time.
if its the end, you're pretty screwed, you can put something together pretty quickly with gamemaker.
(but maybe the whole "student" part of this was just supposed to be justification for not learning anything, and diving straight into a finished product...)

can you have the object rotating constantly? (even starting at 0 speed) and use the axis to determine vector and speed?

quick break down: put an fsm on the object with a rotate. every frame speed is a local global var, axis is a local global var.
new object to get input. add an fsm and get axis vector(maybe just "get axis") every frame to determine direction, and the axis float to determine speed. set those two to the local globals in the other fsm.

PlayMaker Help / Re: Trigger 2D event problem
« on: July 03, 2018, 08:23:57 AM »
Im on a similar tangent as @DanielThomas. there does seem to be "issues" involved with player movement.
try a copy of the trigger event right under the original and change it to trigger enter?

or you might have to just switch that out for a raycast from the enemy to detect the player

PlayMaker Help / Re: Vegetation System
« on: July 03, 2018, 08:06:32 AM »
that asset seems to be an extension on unity's terrain. I cant recall seeing any scripting that can change those at runtime...
unless im wrong about the usefulness of the terrain system, you might have to use the terrain system to build your world, and use standard game objects to create your vegetation that grows based on code.

PlayMaker Help / Re: Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 08:00:30 AM »
since the lastbutton var can be always changing, the main script should be checking more than just once anyways and will be able to update itself when a button is pressed. and the doit event can lead to more than just a variable assignment. you can do anything you want to after that...

PlayMaker Help / Re: Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 06:07:00 AM »
make a global called "lastbutton". make it an gameobject
on your button, go to the onclick and have it kick off an event called "doit"
now create an FSM on your button, on state 1, add your "doit" event. lead your doit event to a new state, the first action in this new state should be "Get Owner" and set it to your "lastbutton" global.

I watched a (I think it was official) playmaker series when I first started. it was outdated at the time, but still showed me how playmaker worked, and how to piece together everything I needed to do what I wanted. nothing was real specific to anything I wanted, but it still showed me how to do "everything"
it showed how to make a door that opens, and gave me a template for the door to play around with to learn how to open it in many different ways.
the "turning 10 actions into 3" part of this is different. the more you understand about playmaker and its actions, the more efficient you can be. it boils down to practice. for now, use your 10 actions, soon, you will realize you can turn it into 7. then 5.
so... keep making stuff, make sure it works, and try to make it better. a lot of my learning has come from "this is too inefficient. delete" and I start again, looking for cleaner ways.
but yeah, try to do stuff, try to break stuff. do the tuts on (these are the tuts I was talking about before) and just go with it, while looking back at the reference I was about to link to but read that you already know about it.

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