playMaker

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 - tim.holman

Pages: [1] 2 3 4
1
PlayMaker Help / Re: Sphere casting
« on: May 07, 2012, 03:48:25 PM »
Thanks Alex and Justin!

Justin: I think I was a bit unclear. What you suggested was originally what I was asking for a solution for. What I meant was that we were formerly using sphere colliders to simulate bullets, and I want to use a sphere cast instead because as you mentioned, collision detection isn't quite cost effective in this scenario. Unity says to basically think of a sphere cast as a thick ray cast. I was hoping to use something like this:

http://unity3d.com/support/documentation/ScriptReference/Physics.SphereCast.html

Alex: I like the idea of visually being able to see the damage radius. I think I'll try to put something together more along those lines. But still, a "SphereCast" action might be a nice addition to Playmaker! Thank you again.

2
PlayMaker Help / Sphere casting
« on: May 07, 2012, 11:36:29 AM »
Before I posted this under the request actions page, I wanted to make sure there's nothing in place to handle this already.

I would like to use a sphere cast for a shot gun mechanic. The sphere would slowly spread out after being shot to simulate a shot gun blast (with shrapnel being spread in an even radius around the center.) I was using game objects that had colliders, projecting them out and reading the collision, but we've decided that sphere casting would be more cost-effective way of achieving the same effect.

Is there currently a way to do something like this? Any thoughts/ideas/suggestions would be much appreciated. Thank you!

3
PlayMaker Bug Reporting / [SOLVED] Draw Active State Labels
« on: May 04, 2012, 08:27:44 AM »
I'm not 100% this is a bug, but it's giving me problems. I'm trying to disable "Draw Active State Labels" on the Playmaker Gui script in my scene. This works fine until I press play, then the box automatically checks itself again, and all labels show up in the game.

I did notice this on the release notes: "Flag to show state labels should be synchronized now so you don't have to set it in multiple places." Does that mean I'm not setting this option in the right place? If so, where do I need to set it so that it does not automatically change?

Note: I've never experienced this problem before this update (1.3.3 RC6), which is why I've posted it here and not on the PM help forum.

4
PlayMaker Help / Re: Final Builds
« on: May 01, 2012, 09:47:56 AM »
Click on the PlayMakerGui game object in your scene. In the inspector, you should see some options. Under "Debugging," simply uncheck the box that says "Draw Active State". That should prevent the labels from showing up.

5
PlayMaker Help / Scale Gui
« on: April 02, 2012, 09:24:10 AM »
I'm using Scale Gui to reduce the size of a gui in one fsm, but it's affecting other fsm gui's. Apply global is unchecked. I've even tried applying the Scale gui action to the affected gui's to manually set the scale to 1, but that's not working. Any ideas what I need to do here?

qholmes seemed to have same the same problem some time ago (http://hutonggames.com/playmakerforum/index.php?topic=438.0), but there were no responses! Hopefully I'll have a little better luck! Any help would be much appreciated.


6
PlayMaker Help / Re: Character controller speed
« on: March 07, 2012, 10:45:31 AM »
Awesome, thank you! Haven't yet tried it, but looks like that's exactly what I needed. Thank you very much Jean!
~Tim

7
PlayMaker Help / Character controller speed [SOLVED]
« on: March 06, 2012, 03:37:01 PM »
I've been trying to figure out a way to deal damage to the player if they are sliding down a steep cliff. Because the cliff is still part of my terrain, the player is still considered grounded when sliding, which has caused a few problems for me. I've decided it might be best just to set the sliding speed higher than my max character controller speed (or downward gravity speed for that matter), then deal damage once the character speed reaches it.

To boil it down for you, all I need to figure out is a way to detect my character controller's current speed! I can't use the getSpeed action, since it requires a rigidbody, and my controller doesn't have one. I've poked around the character controller and motor, but couldn't figure out a way to get the actual speed in real time. I'm guessing there's a simple way to do this that I'm just overlooking?

8
PlayMaker Help / isSliding boolean
« on: February 28, 2012, 03:48:40 PM »
Is there a way to detect if the player is sliding or not? I looked through the properties under Character Motor (Standard Asset) and did not see anything pertaining to sliding. (Oddly enough, doesn't look like there's even an option to enable/disable sliding at run time.)

Basically, what I'm trying to do here is apply damage to the player if he slides down a cliff side. Because the player is still considered to be grounded when he's sliding down the cliff, I am unable to do a Y-position check before and after being grounded. (This is how I'm handling falling damage when not grounded). If I can figure out a way to decipher whether or not the player is sliding, I can simply apply damage while an "isSliding" boolean is true.

Any help/suggestions here would be very much appreciated is I've been struggling on this one for a while!
Thank you!!

9
PlayMaker Help / Re: Game object is grounded
« on: February 28, 2012, 10:40:13 AM »
Thanks Alex, I ended up just setting up an fsm to check grounded based on collision enter/ exit. Seems to work good. Much appreciated!

10
PlayMaker Help / Game object is grounded [SOLVED]
« on: February 23, 2012, 09:49:28 AM »
I'm looking for a way to decipher whether or not a game object (golf ball) is currently on the ground. Basically, I need the "ControllerIsGrounded" boolean check, except I need to use it for a game object, and not the character controller. Does anybody know of a good way to do this? Any help would be appreciated!

11
PlayMaker Help / Re: Reset level
« on: January 17, 2012, 08:43:43 AM »
Isn't this essentially the same as "Load Level" or "Load Level Num"? What's the difference?

12
PlayMaker Help / Re: Freeze Fsm
« on: January 17, 2012, 08:40:42 AM »
Alex,
I've used it for three or four fsm's so far, and everything seems to work perfectly. Thank you again, and if I find any sort of bugs or problems, I will be sure to get back to you with them.
Cheers,
Tim

13
PlayMaker Help / Re: Reset level
« on: January 13, 2012, 03:34:15 PM »
I searched for "Restart Level" and didn't see anything. Is this a new action? Would "Load Level" essentially be the same thing? I'm using Playmaker 2.2 (beta 10). I believe Alex sent me an updated beta, however, I have not had time to implement yet. Thank you for your help.

14
PlayMaker Help / Reset level
« on: January 13, 2012, 12:41:30 PM »
I was wondering if anybody knew of an easy way to reset the current level when dying. In other words, all fsm's should reset and start where they normally would at the beginning of the game. I was thinking about disabling, then re enabling all fsm's in the scene, however, I feel like there should be an easier way to go about this. Any ideas would be greatly appreciated!!

15
PlayMaker Help / OnTrigger Exit Problem
« on: January 04, 2012, 05:01:21 PM »
I'm setting up zones for a golf game to change the rigid.body drag and angular drag values when entering certain zones. I've made custom models to fit each zone (i.e. an object to fit in the sand trap), applied a mesh collider, and checked Is Trigger true. When the golf ball enters the zone, it does in fact set off the trigger as it's suppose to. However, when I hit the ball out of the bunker, I can't seem to initiate the TriggerExit function.  I'm using continuous dynamic collision, so collision detection shouldn't be the problem here.

Am I correct in believing that the TriggerExit function SHOULD execute after the ball has been hit into then out of a trigger? Or am I missing something here?

I'd also like to clear up another issue while I'm on the subject. Because playmaker uses finite states, what is the purpose of using OnTriggerStay rather than OnTriggerEnter? I understand that OnTriggerStay calls every frame, but if an event is being sent to another state either way, why would it matter?  ???

Pages: [1] 2 3 4