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 - crush

Pages: [1] 2
1
PlayMaker Help / Get Previous State Name help
« on: October 01, 2016, 08:59:50 PM »
Hi,
I'm trying to do something where I have jumped around in a manager I set up for weapons to a Global Transition state (Menu Active) and when i leave that state I want to jump back to the last weapon used.
I have tried using Get Previous State Name action, that stores this as a string, but am unsure how to proceed from there to make the state flow back into the last weapon used.
Thanks for any help and ideas on this.

2
PlayMaker Help / Re: Get 360 Triggers Action
« on: February 25, 2016, 03:32:36 AM »
Hey foxdeltagames, just wanted to come back and say thank you so much, this works perfectly!. I've been trying to get those working forever and now it's all as should be. Thanks again

3
PlayMaker Help / Re: Get 360 Triggers Action
« on: December 11, 2015, 11:54:54 AM »
Hi foxdeltagames, thank you so much for the detailed explanation, I'm going to try this out tonight. I'm still surprised that it's so complicated to use a fairly common function of a controller, I imagine a bunch of people must have this same issue. Thanks again for the help much appreciated:)!.

4
PlayMaker Help / Get 360 Triggers Action
« on: December 09, 2015, 01:03:22 PM »
Hi I am having a lot of trouble getting the controller triggers on a 360 controller to fire off and event when pressed. I have the get 360 trigger action and get left / right trigger actions also from ecosystem. I think my issue is somewhere between setting them up in the unity input manager and the documentation on the 3rd axis names etc. this page http://wiki.unity3d.com/index.php?title=Xbox360Controller
I'm doing this for Windows BTW with those settings.
I have named new inputs in the input manager to LT and RT and set them to 3rd axis in the button name I am trying to use 9 and 10 however it won't let me input 10 for some reason. I feel kind of lost with this because i'm not 100 sure how to fill out the fields in the input manager to work correctly with the actions, does anyone happen to have a good example of how to set up the input manager to work with these trigger actions?. Thanks for any help:)

5
PlayMaker Help / Re: I cant get my head around Animations
« on: December 02, 2015, 01:06:20 PM »
Hey I am not sure if this is your issue but you might need your character and animation to be set to legacy to use that play animation action. I had the same issue.

6
PlayMaker Help / Re: Get Button for sprint on Controller?
« on: August 07, 2015, 06:21:36 PM »
ahh interesting, thanks mdotstrange, good idea ok will try that and let you know how it go's.

7
User Showcase / Re: TekRok VR
« on: August 07, 2015, 06:19:27 PM »
Glad you like it liyokikon:), It's just a demo version at the moment with about 30 mins play time, will put it out in the next week or so. I'll post a link here.

8
PlayMaker Help / Get Button for sprint on Controller?
« on: August 07, 2015, 04:16:25 PM »
Hey I searched around for info on this but can't find anything yet.

I have a mouse and controller setup for everything I want working (Joystick button 0 etc etc) however I can't seem to figure out how to use playmaker actions to make a character sprint using the Standard Unity FPS controller.

It works by default with mouse and keyboard with "Shift"  but on the controller I am not sure what to enter into the input manager. I tried making a new input called sprint and using a joystick button number but no luck with that. It's probably really easy, thanks for any help on this.

9
User Showcase / Re: TekRok VR
« on: July 31, 2015, 04:26:24 PM »
Awesome, thanks everyone, glad you like the look of it so far.:)

@terri, for things specific to VR I didn't really run into many issues, just the overall issue of performance, keeping framerate super high, so besides making sure everything is very optimized. I was using the activate game object constantly to do things like turn off enemies until you really need to see them on screen and trigger them when you get into range and so on.

Other things like projectiles will be destroyed within 3 seconds if they hit something or not etc etc.. Hundreds of little on/off dials to keep the larger thing running well:).

10
User Showcase / TekRok VR
« on: July 30, 2015, 02:16:39 AM »
Hey, wanted to show you guys this, made by myself 100% with playmaker.

Love your tools, thank you.
This is for VR only DK2 oculus.

https://www.youtube.com/watch?v=YkJOPIlzSoY

Thanks again for the great intuitive tools to use.

11
General Discussion / Re: Chronos Time Manager for Unity
« on: July 10, 2015, 11:40:18 AM »
Hi,
I did contact the author a few days after purchase. Recently got a reply. I and just going through the playmaker example package. , EDIT - the author said there was an example scene for playmaker, but there is only the scene to add the actions to the action browser. Nothing you can open and look at how things are used.

I am basically just trying to trigger a rewind time by 5 seconds event when a player is at 0 health. But I need audio, animation etc etc (The entire world really)  to rewind smoothly with it.

I also have a bullet time effect happening on right mouse click, but I'm doing that through the scale time action and manually swapping out audio game objects with pitch shifts for the audio element as scale time doesn't seem to alter any audio.

Anyways I will let you know very soon what I find with the rewind time as I progress.

12
General Discussion / Re: Chronos Time Manager for Unity
« on: July 02, 2015, 12:20:16 PM »
I just purchased this the other day also, mainly because of the playmaker support. I can't get anything to work even after following the tutorials and trying to find the playmaker equivalent action.

After reading the comment above about not working with other fsm actions, I think this might be my issue and since my game is built 100% with playmaker I am thinking this asset may be unusable for me:( If anyone has a working example or even a tutorial for playmaker implementation that would be amazing.

13
PlayMaker Help / Re: Add Explosion Force Falloff Question
« on: June 30, 2015, 04:55:04 PM »
Hey, thank you guys for the help, this worked perfectly for some things I was trying to do.

14
PlayMaker Help / Re: Add Explosion Force Falloff Question
« on: June 24, 2015, 11:04:49 AM »
Hey, yes I was thinking the same thing also. I couldn't find a way / option to set the ball as the center point, use it's transform. also tried adding the force on the player and also on the ball and combinations of both etc all with the same results.

15
PlayMaker Help / Add Explosion Force Falloff Question
« on: June 24, 2015, 10:40:43 AM »
Hi,
I have a 3rd person character run towards a ball, using mouse button down to go to the next state to then add explosion force to "kick" the ball.
It works perfectly the first time. Then I chase after the ball,
The second time it works only slightly and then the 3rd time and after that no reaction at all. Not sure why this is happening?

I have tested with all different settings, different physics materials also for all surfaces and meshes, used add force, explosion, add explosion force etc.. still same result with each combination. A gradual decrease in the power of the force.

Maybe there is another way to do this also?
Thanks for any help.

Pages: [1] 2