Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - 18LSC

Pages: [1] 2 3
PlayMaker Help / Re: FSM interrupting "undo/redo" in unity
« on: April 16, 2018, 09:41:29 AM »
Maybe this could be usefull for you :
Interesting, sorta similar, thanks for the link

Action Requests / Trigger Event action, for multiple tags
« on: April 15, 2018, 07:01:36 PM »
Would be a nice addition if the Trigger Event action could have an option for multiple tags to be added, that will Send event if any are collided with. :)

PlayMaker Help / Re: FSM interrupting "undo/redo" in unity
« on: April 15, 2018, 07:54:18 AM »
I do not know why, but i had some issues with that too before.

Now i usually save multiple scenes while doing things and when i need to revert something, i load one of the previous scenes.

And more recently i tend to just drop in an older scene in the current scene and then copy paste the states/actions.

Same for prefabs, but i tend to minimize prefabs.

Yeah it is really odd :| I work around it as best I can too

I would love something similar in Unity that Photoshop has, the history snapshot, so you can take a snapshot of the current state of everything, play around with stuff, then load the previous snapshot back and forth for comparison etc, or even simply a history tab like PS that shows each step that can be selected.

I'm not aware of any add ons for unity like that, but I'd love one

PlayMaker Help / FSM interrupting "undo/redo" in unity
« on: April 14, 2018, 08:56:49 AM »
I tend to use undo and redo in unity a fair amount, sometimes for quite long strings of actions.

But I found if an object with an FSM is selected during an undo or redo progress, it stops dead and all undo states are gone for good :/

eg: I select 10 objects in succession, I can ctrl z / y back and forth through all 10, but if I put an object with FSM at object 5 for example, it will stop on 5 and deleteall undo states.. I dunno why it does this.

is this just me? is there a way to avoid this?  ???

Action Requests / Re: Action request for a "multi"
« on: April 14, 2018, 07:10:51 AM »


you can now find GetKeyMulti on the Ecosystem

Me me know if it works (or not) :D

Tested, working, awesome, many thanks! :D

Share New Actions / Re: Trigger Event Once Per Object
« on: April 13, 2018, 09:47:11 AM »
Updated the action, please re-import
it should now have a reset option

Hey, I just got this useful action (Thanks! :D), but I was wondering what the last line "Already hit" is for?

I got the most recent update of this from ecosystem

PlayMaker Help / Re: FSM template error
« on: April 13, 2018, 07:57:02 AM »
Maybe this video can get you in the right direction :

Cheers ill have a look

Action Requests / Action request for a "multi"
« on: April 13, 2018, 07:56:24 AM »
A simple action request if anyone has some free time :D

I was browsing ecosystem and found many "multi" actions that I find useful to remove clutter and are time saving.

I was wondering if anyone could make a "Get Key" action for multiple keys, to update the pressed state of multiple keys to bools instead of pasting several "Get key"s.

Yup I'm lazy lol cheers

PlayMaker Help / Re: FSM template error
« on: April 13, 2018, 04:50:40 AM »
Ok, how do I fix it/avoid it?

PlayMaker Help / Mouse look rotation/parenting issue
« on: April 12, 2018, 04:26:38 PM »
hey guys

I made a pretty simple pick up script, which parents the picked up object to a "held position" cube thats parented in front of the player, and I wanna use it to "mouse look" rotate the object.

But the issue I found is the picked up objects own pivot point is being parented to the centre of my "held position", which makes rotating the object terrible, because the pivot points I set on the objects are usually not in the dead centre, but i wanna rotate from the centre of the held object.

how would I set parent to use the centre of the held object instead of its pivot point?

As shown in my screenshot, I set a cups pivot to the base (for easy placing in game), and that pivot position is what is being childed, throwing the rotation off  :-\

PlayMaker Help / FSM template error
« on: April 12, 2018, 03:47:31 PM »
I'm getting an error I never encountered before.

I created a FSM template that I intend to paste onto a bunch of interactable objects.
Each FSM will simply set a bool on an animation to change a reticle icon to on or off depending if the player is looking at the item or not.

"Prefabs should not reference scene objects, only other prefabs and project resources. References to scene objects will be lost on save/load!"

I don't understand what this means and why it's an issue? :/
This FSM will reference a scene object because that's what the animation is on.

Action Requests / Re: Camera fade in/out alterations?
« on: April 12, 2018, 02:50:35 AM »
In several cases i used a sprite image in front of the camera and more recently i do this by using the canvas

Then manipulate the alpha from the image (float tween and set color)

When using canvas i also turn on/off the raycast target or disable/enable the game object.

True I was planning to switch to using that for more precise fades, I was just wondering if I was using these actions right or wrong lol, seems CameraFade is pretty limited then

Action Requests / Camera fade in/out alterations?
« on: April 11, 2018, 10:15:47 AM »
Hey guys, I was trying to use the Camera fade in/out to hide a quick player position change, but the fade doesn't quite work the way I thought.

For one, it cannot just do a fade without requiring a "finish event" to fire afterwards, if I choose no event it just stays frozen on fade :/, so I'm unable to fade to black and then do more actions afterwards in the same state.

My 2nd method was to fade to black, "finish event" to the next state which would then move the player, but the fade doesn't stay faded to black as I assumed it would. The fade turns off on the next state with or without using "Fade in".

So yeah all I'd like to be able to do is simply have the cam fade to black, stay black, move the player position, and fade back in after.

Unless I'm missing something obvious here? lol

Action Requests / Re: Limit Look at Rotation
« on: April 10, 2018, 12:30:17 PM »

 here we go, please find it attached. Move the cube around in your scene view to check out the behaviour.

A dozen of these will be totally fine in your game.



Thanks a lot, I tested it, it really helped me to understand your rig now.

PlayMaker Tutorials / Translating Portal mechanics into Playmaker
« on: April 08, 2018, 06:12:17 AM »

Hey guys, I was watching this video on how to create a "portal" mechanic
, at 24:00 you can see the end result I would like to use, although I'd use it to make a Dr who Tardis style trick where a you enter a room that looks small from the outside but is a large room inside.

(This video also uses the same mechanic but it's not a full tutorial
The mechanic demonstrated in the video would work for what I need but it's all in C# and a little advanced for me.
I tried my best to translate his coding logic into playmaker but past a certain point I got lost lol, that level of coding is too over my head.

Is there any tutorials like this mechanic for playmaker out there already?

If not I'd be forever grateful if anyone more adept at understanding this C# logic could translate this video into a Playmaker tutorial  :) :D :)

Pages: [1] 2 3