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Messages - joshua121

Pages: [1]
1
PlayMaker Help / Re: [Help] Array Contains action doesn't seem to work.
« on: September 23, 2017, 10:43:32 AM »
Hi,
I think there might be an object type issue there
On the Get Property on the object type you can see the type = MoreMountains.InventoryEngine.....

In the array contains on the value i can see (inventoryEng...

So it does not start with MoreMountains.

is this corgi-engine inventory system on the asset store?

Can you give a link.

Hi DjayDino, the corgi-engine is on the asset store, https://www.assetstore.unity3d.com/en/#!/content/26617

it includes the inventory engine which is also available separately.
https://www.assetstore.unity3d.com/en/#!/content/95550

I'll include a screenshot of what the item/object looks like in the inspector too.

I went into the FSM and changed the object type to MoreMountains Inventory Item, but it's still not working.


Hi Deek,

I tried looping the FSM to see if you were right, but it doesn't seem to have any effect. It loops but still never finds the item in the inventory.


What I'm trying to do is find out whether or not the player has the item in their inventory, so that if they do, I can disable the pickup for it.

2
PlayMaker Help / [Help] Array Contains action doesn't seem to work.
« on: September 23, 2017, 05:03:31 AM »
I'm using the corgi-engine inventory system and I am trying to check the inventory for an object.

I'm using a "Get Property" action on the inventory and storing the result as an object array, then I'm trying to use an "Array Contains" event to check to see if the item is in the array.

I can see that the object is in the array, but the "Array Contains" action is staying false, I"m not sure how else to do this or what is going wrong.

Any ideas?

Thanks in advance.

3
PlayMaker Help / Help with modifying custom action?
« on: January 14, 2017, 10:55:02 AM »
Hi,

I found this action in the forums and it targets the exposure of the procedural skybox. The only problem with it is that it only sets the exposure with a static number and does not have the option of using a variable.

I would like to modify the code to allow for the use of a float variable for the exposure.

I do not know much of anything about code, and though I've been trying to figure this out for hours I've had no luck. Any help would be greatly appreciated.

Here is the code.

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Skybox")]
[Tooltip("Allows Adjustment of Procedural Skybox")]
public class SkyBoxAdjust : FsmStateAction
{


public Material ProceduralSkyBox;
public bool everyFrame;
public float exposure;

public override void Reset()
{

ProceduralSkyBox = null;
everyFrame = false;

}

public override void OnEnter()
{
if (ProceduralSkyBox != null && exposure != null)
{
ProceduralSkyBox.SetFloat

("_Exposure",exposure);
}

if (!everyFrame)
{
Finish();
}
}

public override void OnUpdate()
{
if (ProceduralSkyBox != null && exposure != null)
{
ProceduralSkyBox.SetFloat

("_Exposure",exposure);
}
}

}
}

4
PlayMaker Help / Re: Get Button Down trigger From Joystick axis
« on: May 19, 2015, 05:14:52 AM »
Axis click (aka Right Stick or LS) is a button , not axis input. Either look for it as a key code (joystick0 button8) or create a virtual button thru the Unity input editor.

Thank you for your reply, however I am not looking to use the axis click function.

Maybe I was not clear enough in my original post. What I'm looking to do is press left or right twice on the joystick in quick succession to start sprinting.

However when I try to get an axis event from that it fires every frame if the axis is held, thus I don't know how to make what I'm trying to do happen.

The axis input works in an entirely different fashion from the buttons. I understand how to use the buttons for functions like this, but the axis is beyond me at the moment.

5
PlayMaker Help / Re: create prefab problem please help
« on: May 15, 2015, 04:44:59 AM »
I had a problem similar to this with a fire effect on my player.

I'm not sure if this help, and I'm a bit of a noob, but...

I would try making the prefab that has the balls bouncing around it, actually create the balls as objects / spawn them in.

Then spawn that object in.



That's the best I could tell you without more info, it would be helpful if you provided more information about your problem.

As in how are the balls moving? Are you using the mecanim animator / legacy animations, are they controlled by fsm's?

6
PlayMaker Help / Get Button Down trigger From Joystick axis
« on: May 15, 2015, 04:37:03 AM »
I'm trying to setup a double tap to sprint control for my character, (where one would press forward twice quickly to enable sprint) and it works fine with the keyboard. However it doesn't seem to work for the joystick axis input and I'm not sure how to go about getting an event trigger from the joystick axis.

I tried the Axis Event action but it seems to send events every frame which doesn't allow me to find out if the player has double tapped the joystick, it just keeps firing the event and shoots right into the sprint action.

My layout is like this...

State 1
Get Button Down
    Horizontal Input
        Send Event Moving


State 2
Get Button Down
    Horizontal Input
        Send Event Sprinting

 or

Wait .5 seconds send finished event back to state 1


State 3
Send event to the sprint controller.

******************************

Like I said the FSM works great with the keyboard but I think that's because the A/D Left Arrow/ Right Arrow function as buttons while the joystick works off of a float. So I just can't seem to wrap my head around how to do this with a simple solution.

Suggestions and help in solving this issue would be greatly appreciated.

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