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Messages - nick_h82

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1
PlayMaker Help / Re: [SOLVED]Add force in custom direction while rotating?
« on: November 02, 2015, 11:20:44 AM »
Keep It Simple Stupid!

2
PlayMaker Help / Re: [SOLVED]Add force in custom direction while rotating?
« on: November 02, 2015, 02:32:39 AM »
Ah, of course. Can always rely on Jean for a K.I.S.S!

3
PlayMaker Help / Re: Add force in custom direction while rotating?
« on: November 01, 2015, 02:34:57 PM »
I'd think the trigonometry actions could work here- if you imagine the ball's motion as a vector, and you want to apply a force in that direction, you should be able to compute how much force in the world x,z axes you need to apply using trig. Away from computer right now so can't advise on the correct action, but I've done this myself in the past. The advantage here is if the ball changes direction as force is applied, it will still apply with respect to the new rotation.

4
Action Requests / Re: Set Light Culling Mask
« on: October 03, 2015, 01:40:18 AM »
Hi, yup, incorrect capitalisation on my part, otherwise we had the same solution. Thanks for helping out!

5
Action Requests / Re: Set Light Culling Mask
« on: October 01, 2015, 07:08:32 PM »
Hi Dudebxl,

Thanks for the suggestion. I tried that but it wasn't quite what I was after. Effectively I was trying for an action that works exactly like SetCameraCullingMask does, in terms of setting layers, just on the light rather than the camera. I'd be very grateful for any help, even if it's just advice on where I'm going wrong with the earlier script.

6
Action Requests / Re: Set Light Culling Mask
« on: September 30, 2015, 10:48:13 PM »
I should add I looked at the wiki for writing actions, the ActionHelpers class page is TODO since 2011..

7
Action Requests / Set Light Culling Mask
« on: September 28, 2015, 01:30:04 AM »
As per the title, I need to set the culling mask of a light. I tried copying what the camera culling mask action did, as that works in the way I'd like, but got an error:

Assets/PlayMaker Custom Actions/SetLightCullingMask.cs(52,22): error CS0120: An object reference is required to access non-static member `UnityEngine.Light.cullingMask'

I've attached my attempt below. Really need to learn some rudimentary C# sometime..

8
Share New Actions / Re: Rewired (polling) Actions
« on: March 05, 2015, 11:44:29 AM »
I've been using these for a few weeks and they've been terrific, thanks!

9
Share New Actions / Re: String Split
« on: January 27, 2015, 02:26:35 AM »
You're a legend! I was just formulating this question and you've written an action. Just after the same happened with your average vector3 action. Cheers Lane!

10
Action Requests / Re: MegaFlow
« on: December 22, 2014, 11:29:07 PM »
Hi Jean,

Just wanted to update you on my progress with this asset, and shed light on the situation in case the topic is searched for again.

Thanks again for the action, appreciate your help. As you were working without the asset itself, in the end I requested a 'Sample Field' component for Megaflow which simply reads the vector field at the parent game object's position, and prints a public vector3. Playmaker's Get Property action works ideally with it, and the Set Property action enables switching out the source or changing the framenum with ease.

http://www.west-racing.com/mf/?page_id=6103

11
Share New Actions / Re: UnityFS
« on: December 22, 2014, 11:18:31 PM »
Hi reaper7,

Understandably given the age of this thread, the action package is no longer online- If you're able, could you consider making them available again or attach directly to the original post?

Cheers,
Nick

12
Action Requests / Re: MegaFlow
« on: November 21, 2014, 01:41:30 AM »
Thanks for this!

That works perfectly, with one caveat. There appears to be an offset bug with the MegaFlow source, where the sampler picks up the source bounds unaligned to where I have them set in the component. I have a bool printing entry/exit, and I can sort of follow the perimeter by watching that. I have the MegaFlow source gameobject zeroed, and the offset applied in the component itself, so it should know where the worldspace bounds are. I'll do some debugging and report back if I find a solution.

Really appreciate the action, and look forward to using it.

Cheers,

Nick

13
Action Requests / Re: MegaFlow
« on: November 21, 2014, 12:51:59 AM »
Hi Jean,

Unfortunately I only get an empty action, i.e. it's visible in the action browser, but when added to a state there's nothing in it.

No errors in either the IDE console, or the Playmaker one. Have also tried reimporting the action itself to ensure it's compiled properly.

Cheers,

Nick

14
Action Requests / Re: MegaFlow
« on: November 11, 2014, 01:24:33 AM »
Thanks Jean, I'd really appreciate that.

I agree on the West plugins- one of the asset store creators that you know will produce excellent products every time.

I also left a request on the Unity forum thread to ask for a simple component that samples using the above methods and displays a public vector3 so I can simply run a get property action, but haven't heard back for a few days- slightly unsure what is and isn't possible.

Thanks again,

Nick

15
Action Requests / Re: Add Force Local *2d Physic*
« on: November 10, 2014, 03:11:21 PM »
Cool, glad to hear!

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