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Topics - terrymorgan

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PlayMaker Help / Could this game be made with playmaker?
« on: April 23, 2014, 08:24:18 PM »
It's 'short circuit' by David Schroeder from 1983 for the Apple IIe

You can play it on a PC with apple-win, links, directions here:

I know 1 thing, there would be a LOT of FSMS!

PlayMaker Help / Displaying screen coordinates
« on: December 26, 2012, 08:55:12 AM »
I'm looking for a way to get my bearings on a big terrain, searching gave me this:

Use a GUITExt or GUI.Label (see script reference for examples)


function OnGUI () {
    GUI.Label (Rect (10, 10, 100, 20), player.transform.position.ToString());

It doesn't work, someone said you need to set a variable. 'player'? Probably no need for FSM here.

PlayMaker Help / Jump Pads?
« on: July 29, 2012, 03:17:58 PM »
I'm trying to make a jump pad (not necessarily with playmaker) for 1st person character controller with charactermotor, like the 3rd person "Lerpz"
tutorial on the unity tutorial area, you collide with it and get boosted in y. (up).  My search came up with
this script


#pragma strict

var moveVelocity : Vector3 =;

private var thePlayerMotor : CharacterMotor;

function Start(){
    thePlayerMotor = GetComponent(CharacterMotor);

function OnTriggerEnter(WhatHitMe : Collider){
    if (WhatHitMe.gameObject.tag == "JumpPad"){
       moveVelocity = Vector3(0,50,0);

I have a flat rectangle (made a Tag 'JumpPad') with a larger box collider (is_trigger) and the script attached to it, but nothing
happens when I jump on it. Anybody know what I'm missing here? An FSM would be overkill  I think.

Playmaker noob tuts:

User Showcase / Playmaker FSM saver
« on: June 22, 2012, 11:38:23 AM »
Not exactly a 'showcase' but Mike Talbot has a Serializer for Unity (saves games) and also for
Playmaker FSM's

Playmaker support is in the Add-ons. I've only looked at his video so far.

PlayMaker Help / Controlling an elevator
« on: May 11, 2012, 10:07:20 AM »

I couldn't get my playmaker elevator going, so I ripped off the one in the Unity 2d platform tutorial, it's at

Once completed the elevator just goes up and down forever.

What I'd like is to be able to start and stop this elevator with a automatic trigger, like the noob door example, and also
start stop at bottom and top with buttons like the noob door buttons tutorial. And later with a mouse click
on the button.

Here are the components

1. the platform, called "MovingPlatform" it's a prefab (denoted by the blue cube) that is in level prefabs and also in platforms I didn't export any
moving platform effects, but I did copy the 'platformMover.js' script into my assets/scripts/2d/MovingPlatform , it didn't export with the assets/export unitypackage, I had to go /assets/import new asset to get it to show up. I
dragged it onto the prefab. Note the MovingPlatform had to be scaled to .23 to fit in my default scene.

Components from page 32 of the 2dgameplaytutorial.pdf, note you can save these things as .txt with the free Foxit reader, although it might look weird.

• Box Collider
  Without the Box Collider, the character and other objects would fall right through it!

• Rigidbody
  This also allows the crate to physically interact with the character and other objects. A 
  few settings deviate from the default. "Use Gravity" setting is off. The "Is Kinematic" 
  setting is on. The "Is Kinematic" setting prevents the character or other Rigidbodies 
  from moving the platform somewhere besides its predefined path. 

• Configurable Joint
  Like the Rigidbodies described in the previous section, this component restricts our 
  movement. Everything is the same except now ALL rotation is forbidden:

    ZMotion: Locked

    Angular XMotion: Locked

    Angular YMotion: Locked

    Angular ZMotion: Locked

    Configure in World Space:  Checked


----------------------- Page 34-----------------------

• Pipeline, Mesh Filter, and Material
  These assign the proper mesh and texture so it renders in the scene. '

There are 2 game objects also needed 'PlatformTargetA' and 'PlatformTargetB, which has a little .tif file to show where it
is in the scene view, this was in /Gizmos, so I just copied it over into gizmos.

// This script must be attached to a game object to tell Unity where the Moving Platforms should move to.

// We'll draw a gizmo in the scene view, so it can be found....
function OnDrawGizmos() {
   Gizmos.DrawIcon(transform.position, "platformIcon.tif");

PlatformMover.js attaches to MovingPlatform
var targetA : GameObject;
var targetB : GameObject;

var speed : float = 0.1;

function FixedUpdate () {
   var weight = Mathf.Cos(Time.time * speed * 2 * Mathf.PI) * 0.5 + 0.5;
   transform.position = targetA.transform.position * weight
                  + targetB.transform.position * (1-weight);

Note the Target B was at the bottom and the Platform begins at the top Target A

So drag the targets over onto the script. 1 more thing, select the platform and add a /component/physics/box collider,
otherwise you can't ride the elevator.

PlayMaker Help / Throw grenade at bad guy
« on: May 06, 2012, 12:01:20 PM »
I've been studying this fpskit

Because it's the only unity project with actual bad guys attacking me that also includes
the source code I could find.  I got the beast into my throw grenade scene (with a lot of commenting out)
but now I need some clues as to how to get the player and beast to take damage, not
necessarily by FSM.

exe file

unity package
The unitypackage actually works in an empty project (if you have character controller and playmaker pkg's also.

PlayMaker Tutorials / Youtube tutorials in html with pkg's
« on: May 04, 2012, 10:50:23 AM »
I put some words and pictures with some of the youtube tutorials at

I have a few more partially finished. Now I know why there are so few.
For the pkg's I clicked on the scene and left out the playmaker.dll
Couldn't get the Orth health pickup pkg link to appear but it's here

PlayMaker Help / minimum required for unitypackage
« on: April 22, 2012, 10:32:09 PM »
I've been making words and pictures to go with the Basic Unity Youtube tutorials, apparently including
the .unity file isn't enough, but when I export unitypackage there's a lot of stuff that isn't in the .unity scene. Jean said don't include the playmaker.dll, what exactly is required to make a working playmaker unitypackage?

PlayMaker Help / [SOLVED] Henk Dawson's grenade variation
« on: April 14, 2012, 07:27:41 PM »
I tried to duplicate this video, a variation of the grenade prefab-

Except he uses a 'cannon' and 'input manager' where I was trying to use the 1st person controller and
scene from samples/testlab/physics/throw grenade. I make grenades but they just hang in the air, I think
there's a problem with the 'lastgrenade' which refers to the grenadeprefab. I can't select
'none' for the /wait-finish event action of shootcannonball.

 I'm basically looking for a
grenade that explodes instantly on collision with an object, a.k.a 'bullet'

PlayMaker Help / [SOLVED] help on door button tutorial
« on: April 11, 2012, 02:28:07 PM »
I'm not sure what this tutorial is called, but it's where Alex makes a button that opens a door. I've got
to about the 3:15 mark where he says 'send event to fsm' on the button's Active state, I specify
game object-a menu comes up with "Door", I pick it, but under "FSM name" and "Send Event" there's only
a 'none' choice, typing in FSM and Close does nothing. The current menus are  different from the videos,
and there's no sample scene besides the 'mouseover' button door from noexit.

PlayMaker Help / Beta logos on samples normal? [SOLVED]
« on: April 09, 2012, 02:32:30 PM »

 I just purchased this, been lurking for years, but the beta logos (chinese ideogram and 'playmaker) are displayed in the scene and game windows
in the samples, is this normal?

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