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Messages - Athin

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1
Playmaker Help / Re: PlayMaker is inconsistent.
« on: May 06, 2019, 11:10:55 PM »
Hey there,

So first off those var names are really hard to follow along without getting confused lol. 

Second I believe this is the source of your problem.  Need to use a variable as the parent for those 2 objects will turn out to be the same every other time which is the result you're getting. 

If that wasn't the fix let me know and I'll look a bit closer once I leave work :P


2
Playmaker Help / Re: PlayMaker is inconsistent.
« on: May 06, 2019, 10:10:15 PM »
Hey there,

I'd guess you got something set up wrong with the states/order of events.  I can't quite tell from the pictures what the issue is without seeing the states and how they flow.

Are you able to post the state machine you think is causing the issue as well as the action in them?

3
Hey there

Awesome, didn't know about that action.  That will work perfectly for me

Thanks

4
Hey guys,

I'm making an RTS style project featuring large armies.  When I got two armies fighting each other, that initial clash tends to be both sides focusing down 1 guy (The one that triggers the fight) before spreading out to different targets. 

I'm hoping this action can find the closest target and have a Loop event into a new state.  At that state, I can check if the current target is engaged and then loop back to find the second closest unit if needed.

Not sure if there is something out there already for this but I couldn't seem to find anything.

Thanks

5
Playmaker Help / Re: Invert Horizontal Axis.
« on: April 02, 2019, 09:53:18 PM »
Hey there,

I'm not exactly sure what you're trying to do.  Can you explain a bit more in detail how your camera and character work/move about (Ex third person, over the top, click to move ect.)  The more info I got the better I can help with

If its a simple inverse though, just doing a check if the rotation is greater then 90 then using a multiply by -1 to inverse would work.

I feel like you may be making it a bit more complex then it needs to be but I need more info to help more.

Thanks


6
Playmaker Help / Re: Fixed Camera Character Alignment Issue
« on: March 31, 2019, 04:24:50 PM »
Hey there

Have you tried my solution I said at the start?  I believe that should solve the issue described unless there is another problem that pop up/ I don't know about.

Storing the camera's current location and only updating that once the player stops movement will let you use the starting camera position as a reference regardless  where it currently is.

Let me know if that helps.

7
Playmaker Help / Re: Array List Events
« on: March 28, 2019, 07:13:49 PM »
Hey Jean,

Yes, I'd like to be able to create a array list and add those proxy events into it as well.  Would make it alot easier in my project handling those arrays if I can do that.

Thanks

8
Playmaker Help / Re: Question regarding length of Mouse Over
« on: March 25, 2019, 05:17:49 PM »
Hey there

So what exactly are you trying to do with your project?  I'm assuming you only want to pick up objects that are close to the character/camera? 

What you need to do if thats the case is just do a simple distance check to whatever you're using.  When an object gets mouse over event, have it do a quick compare using the distance from the object itself to the object you are limiting. 

Let me know if that helps otherwise let me know a bit more about the project itself so I can help better.

Thanks

9
Playmaker Help / Re: Fixed Camera Character Alignment Issue
« on: March 25, 2019, 03:14:34 PM »
Hey there,

How exactly is your camera working?  I'm a bit confused why its base off of player position?

What I'd do if I was you is make an Array for each camera position.  Once you have all your preset locations plug into the array,  all you have to do is get the index and set the camera V3 to that index. 

If you got a ton of positions,  you can even make multiple arrays to help organize it better so you don't confuse yourself later (EX Array Name House hall way, Outside, Roof ect...) 

Thanks

10
Playmaker Help / Re: Playmaker loses focus when editing FSM
« on: March 23, 2019, 03:19:35 AM »
Just replying for others to see since I saw others had this issue.

This was 100% caused by the Global Variable Window.  As soon as I close that tab, it went away and never lost focus. Tried a few other windows and re-opening the global window for testing and can confirm.  If anyone has this issue then close the Global Variable window.

Playmaker Version - 1.9.0
Unity Version - 5.5.1f1

11
Hey there,

I'd just simple have a wait action with the delay you want.  When it enters this state, set a bool called Cooldown to true. Then the FSM listening for the button does a quick check on the bool first.  If its on Cooldown (Bool = True) then no event is sent, otherwise send.

Hope that helps.

12
Playmaker Help / Array List Events[SOLVED]
« on: March 23, 2019, 03:08:06 AM »
Hey everyone.

Hoping I'm just going blind but I need to ask.  I'm currently using an action to create an Array list during run time and I wanted to add some events into that array component.  Specifically the add/remove events.  Its easy enough to add those events on pre made array list but I can't seem to find any action that does this at run time.

Anyone able to point me at the right direction?

Thanks

13
Playmaker Help / Re: Mouse Pick Event Over not seeing object sometimes
« on: March 21, 2019, 05:32:57 PM »
Hey there,

If I'm looking at it right, you have that inverted mask checked off.  That will make it ignore anything with that layer on it.

 

14
Playmaker Help / Re: Fixed Camera Character Alignment Issue
« on: March 21, 2019, 04:30:43 PM »
Hey there

What I'd try is getting the position of the camera in a variable.  Once you have it,  you can use that as your reference.  whenever the player stops, have it update its position to the camera again.  That way once you start moving, that variable will stay the same while the camera whips around and not effect movement until the player stops.

thanks

15
Hey there,

If I'm understanding this correctly, what you can do is set the "Exclude self" option for the action and then just make a dummy event to get rid of that error.  The action will be happy now that it has that event in its state but never fires off since the event excludes itself. 

That was my work around at least. 

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