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Messages - sicga123

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PlayMaker Help / Game object selection problem
« on: April 26, 2012, 10:06:47 AM »
I have a scene where the player clicks on a object, one of numerous in the scene, and it is deactivated. However, more thn one object is getting deactivated together. I was wondering how I could make sure that the object moused over and selected was the only one deactivated?

The FSM on the objects have a state with a Mouse Pick Event and a mouse over transition which goes to a state with a Send Event action (set to none), then a Mouse Pick action (mouse down event), and a Mouse Button down action with a pressed event. This then goes to  a new state which deactivates the game object. As stated several objects are deactivated at once, rather than just the one chosen.

I'm still not fully conversant with Playmaker so not certain how I can isolate a game object that is moused over so that only it will be deactivated.

Any assistance is greatly appreciated.

PlayMaker Tutorials / Re: New Playmaker Video Tutorial Series!
« on: April 11, 2012, 09:23:39 PM »
Any news on the file sharing? I think it would be a great help to actually have the FSMs in front of me whilst I'm re-watching the videos. The videos themselvs are great but when I need to look for a specific thing that you are demonstrating it can be difficult to find the exact video and where it is on that video, the files would help wih this.

PlayMaker Help / Re: Couple of questions
« on: March 31, 2012, 10:28:43 PM »
I think we can forget about this for the moment. I am using the windows 7 64 bit OS, and about  hour ago it told me that Unity is not operating correctly that there are compatibility issues on the X86 or some such nonsense. It would explain why templates working on one day are not working the next, plus a variety of other peculair goings on. Until I get to the bottom of this I can hardly lay the blame at  Playmaker's doorstep for the program failing to work correctly.

Sorry for all the bother.

General Discussion / Templates Resource
« on: March 31, 2012, 06:54:56 PM »
Does anyone think it is a good idea to start a template resource? Some where users could put the .asset for others to use. I'm thinking in terms of groups of actions such as a mouse pick on an object that will fire off a particle then deactivate the object, kill the particle and add a value to a variable. The sort of thing used in say RPG games. There are a lot of these types of situations not covered in the Playmaker examples that users must be doing and saving as templates themselves.

Don't even know this is workable really, just putting it out there. Maybe there's a reason it isn't being done already, to do with the template.assets themselves, I'm pretty new at Playmaker so I could be speaking out of turn.

PlayMaker Help / Re: Couple of questions
« on: March 29, 2012, 10:12:23 AM »
Hi Jean

The idle state is a simple Mouse Pick Event with the distance set at 50 (but I've changed it to 100 and 5 and 1000 etc.  The thing is that this is from an FSM virtually lifted from the examples and altered. This was then used for a similar scene and worked fine there. It still works in that scene but does not work in the new one.

PlayMaker Help / Couple of questions
« on: March 29, 2012, 06:17:16 AM »
A scene with playmaker fSMs has stopped working. I was using templates from another scene in this one. It doesn't react to any mouse over or mouse button press. The FSMs reach the idle state but go no further.

My questions are 1) Is there a limit to the number of FSMs one can have in a scene?
2) Does an orthographic camera make a difference to ray casting and mouse over detection?

Any help is greatly appreciated.


PlayMaker Help / Re: Drag Rigidbody
« on: March 29, 2012, 06:08:41 AM »
Thanks, Jean, I really appreciate your help. Sorry for the delayed response, never got notified it had even been answered.

PlayMaker Help / Drag Rigidbody
« on: March 25, 2012, 01:34:17 PM »
I was wondering whether anyone had created an action to drag a rigidbody. I have a game where I would like to drag a rigidbody (either attached to a 2D toolkit sprite) or a 3D object. Ideally I would like it to knock other sprites or objects out the way as it is moved. Tried for a couple of days without much luck. The drag example in playmaker doesn't deal with rigidbodies and I'm having some problems with the logic in the FSM. Basically I would like to click on the object (there would be several such objects) to be dragged individually and then release it on a button up event.

I would greatly appreciate any assistance.

General Discussion / Re: Playmaker & PoolManager2
« on: March 11, 2012, 12:48:12 AM »
Hi Jean

I was wondering whether you managed to do the API actions for poolmanager 2?

PlayMaker Help / Parenting abutton to an animated sprite
« on: March 09, 2012, 10:27:06 AM »
Does anyone know how I would go about parenting an image button in playmaker to an animated sprite setup with 2D toolkit? I know how to do it with the toolkit but I was wondering how I could go about doing it with the Unity button action setup in playmaker. In a menu manager FSM I create a couple of buttons that are simply an image and I would like to stick a 2D animated sprite object in front of the button in the GUI setup, the sprite has no collision and merely loops a small animation continuously. I did think I would merely have to make it a child of the button unfortunately I'm having problems working this out.

Any help would be greatly appreciated.

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