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Topics - colpolstudios

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1
PlayMaker Help / how to access the rigidbody of a spawned prefab [SOLVED]
« on: November 10, 2019, 03:55:30 AM »
what why can I access the component of a spawned prefab using playmaker?

Scenario:

I wish to spawn a grenade in the player's hand, but I need to turn on/off "is kinamatic".

while the grenade is in his hand "is kinamatic" is on. Then just before I add force I need to turn this property off.

I have tried, but it seems this is not possible.

But maybe I'm missing something simple?

2
General Discussion / switching between scenes
« on: November 05, 2019, 03:54:14 PM »
In my current project, I was switching / loading a new scene in regard to allowing the user to change joystick buttons.

I quickly found out that switching back to the main scene required possibly a lot of extra work.

I had a number of enemy targets and you may have hit one or more, but when you returned to play they are still there.

I am using this approach now:

One scene.

The controller aspect with the buttons and its own camera the ability to remap buttons.

The player who has his own camera and each weapon you use.

The environment: holds the ground, enemy targets and surrounding walls.

When the controller aspect is in use. I reposition the environment and disable the player.

Then when you need to play.

deactivate the controller and reposition the environment and activate the player.

I am curious as to what you think and possible suggestions that you use.

you can test it here: https://simmer.io/@colpolstudios/mechanim-simple-ik-v-06


Remember its a wip
 




3
PlayMaker Help / translate an object using mouse position [SOLVED]
« on: November 02, 2019, 04:12:07 PM »
I require some help in translating a sphere so that it will follow the mouse, but not using the follow mouse action.

I want my sphere to translate to each new position of the mouse

4
PlayMaker Help / bullet help [SOLVED]
« on: October 23, 2019, 01:50:30 AM »
I am looking for help with my current setup when shooting.

No matter what I do I cannot at the moment get the bullet to accurately move towards the cross hair target.

Each weapon is a child of the main character, with each having there own bullet spawn point and a cross hair target.

When you shoot the bullet is spawned and force is used to make it go forwards, however the target and bullet has issues with not lining up.

The target is a 2d sprite and I moved this forwards into position, but the bullet will miss the location entirely sometimes.

Thankyou for your time and help

You can download the original files here:   

https://hutonggames.com/playmakerforum/index.php?topic=20555.msg90096#msg90096

5
PlayMaker Help / getting controller names
« on: October 10, 2019, 12:22:54 PM »
Hi, I am attempting to use the get joystick name.

I only have a Logitech Dual Action

so gettings its correct spelling was easy

"Logitech Dual Action"

But how are the other joysticks named?

is an Xbox controller named "Xbox"

is a PlayStation controller named "Playstation Dual Shock"

If you would kindly help with the correct naming profiles many thanks

 

6
PlayMaker Help / Controller help
« on: August 29, 2019, 03:06:47 PM »
Hi, I am working on updating my mechanim simple IK, you can find the topic here:

https://hutonggames.com/playmakerforum/index.php?topic=20448.0

I am trying to learn more, but need your time and help.

The latest update is live and can be found here:

https://simmer.io/@colpolstudios/mechanim-simple-ik-v-05

If you could please help by testing with either an Xbox / PlayStation joystick controller and provide feedback as to working or not?

Please note this is a work in progress!

Simply choose your controller and play.

joystick controls:

left stick to move

Right stick rotate the camera

Aim: joystick button 2

Shoot: joystick button 1

Reload: joystick button 3

Change weapon: joystick button 4

You can remap the buttons in joystick mode by hitting "P"

Simply pick the button you wish to change left click on it and press the newly selected button.

If you try to use the same button a warning appears and default settings are re-applied.


7
PlayMaker Help / key / string actions [SOLVED]
« on: August 06, 2019, 04:14:11 AM »
Hi, I have been trying with some success to implement a click to change input.

Reference:

https://hutonggames.com/playmakerforum/index.php?topic=12996.msg60642#msg60642

I'm missing something or doing something in the wrong order.

1 check is the mouse over the button

(yes) proceed to user clicks on the button

(No) do nothing, wait and return.

2 click on the button proceed to wait for time to press the button or move away=(do nothing)

3 waiting for time ( player prefs get the strings 1 - 4) wait and finish.

4 listen for key ( get key code to string) store result as button 1.

5 save the key (player prefs set the strings 1 - 4)wait and finish.

6 new key (string compare button 1 to button 2) equal then key is in use.
                                                                      not equal (update gui) finish. return to start state.

7. key in use (update gui with "X") wait and finish.
proceed to wait for new key

8 new key (get key code to string) store result as button 1.

9 save the new key (player prefs set the strings 1 - 4)wait and finish. Return to start state.

Just noticed that maybe i should be checking that the mouse has moved away more often?







 











8
PlayMaker Help / decting build settings [SOLVED]
« on: August 03, 2019, 04:01:06 AM »
Is there a way to check build settings using playmaker?

What I want to do.

1. check am I building web GL

2. Yes, I am, activate a game object or enable an FSM on a game object.

3. No, I am not then leave the game object as it was.

Is there a way to do this?

9
I wish to be able to limit my characters shooting ability, currently, I am using the action follow mouse, based on the position of the main camera.

In order to better improve the current system "https://hutonggames.com/playmakerforum/index.php?topic=20555.msg90096#msg90096" I require some advice and help to implement a better system.

Here is a web link to a playable demo but its an old one: https://simmer.io/@colpolstudios/mechanim-simple-ik

I have yet to update the web player build.

The model looks at a target, this target is using the follow mouse.

I wish to limit the target range both up and down so that the model only moves whilst aiming to a more accurate range.

I have been able to update the entire system, but this aspect requires your valuable help.

Also. I do not remember, how to insert a image on this page, sorry but help needed here as well.

Kind regards

colpolstudios


10
PlayMaker Tips & Tricks / Mechanim simple IK (free give away)
« on: May 16, 2019, 06:02:20 AM »
Hi, Giving back to the community is paramount within myself personally,

lots of excellent people helped me along my way and it's my pleasure to give something back.

So what is Mechanim Simple IK?


Mechanim Simple IK  brings the power of Inverse Kinematics on human rigged models. Product requires “playmaker” (not included). Basic knowledge of playmaker is helpful. Mechanim Simple IK does not require Unity PRO version it is also compatible with ALL versions of Unity.

Requires: Mixamo's free https://urlzs.com/7LL26

Requires: Mixamo's free https://urlzs.com/rXPNn

No programming skill is required. Mechanim Simple IK is the perfect solution, a simple drag'n drop is sufficient to set up a new character or change weapons.

Update only 4 FSM's for a new dual handed weapon.

The included Demo showcases a 3rd person human style character, with the ability to switch weapons or pick-up weapons and shoot on request. Includes advanced weapons setup from https://urlzs.com/Z5Wt8


Includes a PDF tutorial to learn how to use Mechanim Simple IK on a game character.

Dropbox link: https://urlzs.com/SNLjm

Note: You have to download Mixamo's free animations.

P.s You have to pick up a weapon in order to cycle through the weapon choice :)

p.p.s: select space button to change weapons and in the FSM change the dual-handed weapon count to 6.

Important note: make sure you import the playmaker globals.

Note from the author: I am hopeful that other playmaker users can add to this and possibly create a template That could help others in getting started in game development or design.




11
PlayMaker Help / help with asset store submission
« on: May 04, 2019, 08:40:10 AM »
Hello, I am doing up my asset store product description and want to be able to add a link to "playmaker" on the asset store.

 https://assetstore.unity.com/packages/tools/visual-scripting/playmaker-368

However, I would like to use a hyperlink instead of the full url.

Could someone please give an example of how I do this?

Thankyou

12
General Discussion / simmer.io
« on: May 03, 2019, 02:51:29 AM »
https://simmer.io/ a free place to host your web games

here is mine :)

https://simmer.io/@colpolstudios/mechanim-simple-ik

13
Work In Progress... / Mechanim simple IK
« on: April 26, 2019, 05:46:09 AM »
Speed up your game development with Mechanim Simple IK, featuring 3rd person camera, character, target and shoot in multiple directions.

Brings the power of Inverse Kinematics on human rigged models.

No programming skill is required. Mechanim Simple IK is the perfect solution, a simple drag-drop is sufficient to set up a new character or change weapons.

The included Demo showcases a 3rd person human style character, with the ability to switch weapons or pick-up weapons and shoot on request.


Changing the model:
Currently working on documentation and hopefully a successful submission to the asset store.

regards

colpolstudios

14
Official Action Updates / playmaker animator IK script
« on: April 25, 2019, 06:26:01 PM »
Hi, the playmaker animator IK script is giving me yellow warnings,

How strict is the asset store on this issue?

If this is an asset store must have, would you please update this.

Thanks

15
PlayMaker Help / crosshair help
« on: April 22, 2019, 02:18:54 PM »
i've a 3rd person charater who can aim and shoot in different directions.

with ability to switch between weapons (six of them).

I am using a sprite on each weapon choice, which i turn on / off when aiming.

All working fine, however the rotation of the sprite looks kinda odd.

Each weapon has its own spawn point for bullets, could I use this reference point to activate a line renderer maybe red to show target and bullet hit point.

my current issues lie with the sprite are the fact that it will go through walls and floors.

could I raycast get the hit point and use that hit point to tell the line renderer the distance?

Spawn a particle effect red glow at the end of the line renderer.

Sorry if i'm not making sense, but hopefully you get what i'm after.

Thank you for you time.

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