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.

Topics - HeathClose

Pages: [1] 2 3 4
PlayMaker Help / Raycast not working
« on: June 10, 2018, 05:18:45 PM »
I have a 3d cube player model frozen in z pos and x y rot with 4 raycasts... imagine a slinky falling down the stairs... the raycasts should hit every time a new side touches the stairs...

I have the raycasts at 90 y -90 y and same for x... they debug exactly where they are supposed to be... the "stairs" are all labeled with the ground layer as set up in the raycast... but it never detects the ground layer... what is going on?

all 4 raycasts actions are in the same state looking for a detect before firing off the "on ground" event

General Discussion / 3d sound in a 2d game? [SOLVED]
« on: August 25, 2017, 02:07:04 PM »
I'm making a 2d game and I want certain things in the room to get louder as you get closer, but using 3d sound doesn't seem to work.

I've done some googling and found everyone saying set spatial to 3d, change rolloff to linear, and set a min max... but those steps don't seem to be working in my 2d game... the volume never changes (except for messing with the min, but it's still constant no matter where in the game you are)

anyone have any experience with 3d sound in 2d games?

PlayMaker Help / How to Kill Parent if Child Dies[SOLVED]
« on: August 15, 2017, 04:24:59 PM »
How can I destroy or deactivate a parent object (the empty holding the children) when a child is destroyed or deactivated?

I thought about a get child count and doing an int compare, but that action doesn't have every frame.

PlayMaker Help / 2d Explosion Force?
« on: August 13, 2017, 03:03:24 PM »
I thought there was a 2d explosion action... I can't find it anywhere... I tried one I found in the forums but it's from 2015 and won't show up in the action list.

PlayMaker Help / Saving/Loading Checkpoints and Unlocked Doors
« on: August 13, 2017, 11:15:07 AM »
ok… I’m stumped…

I need to save checkpoints.  That part I have all figured out.  It works just fine.  Player continues on the right level in the right spot... but...

The problem is if I load the character up at say the 3rd of 7 checkpoints, I also need a way to know which checkpoints to deactivate (which ones were already collected), and which doors to deactivate (so the player isn’t locked out of passages they already unlocked).  Not every level has 7 checkpoints and 7 doors to unlock.  These change level to level.

I figure I would Easy Save the checkpoints as an array at each level, and as soon as they solve that level, delete the saved array, and build it again on the next scene.  That way, when they load into say level 5, but have yet to touch a checkpoint and unlock the door, they will start at the beginning.

I’m thinking the solution might lie in either arrays or array maker, but not exactly sure how.

I thought if I make an object array, and keep a master array on each level to pull from, I could compare the saved array to the master list, and deactivate those objects that don’t appear in the saved array after comparison.

Easy Save has Load Object Array

This asks for a size.  But that will change all the time, so I don’t think that’s going to be much help.

Easy Save has Array List Easy Load

But I don’t see any Array Maker actions that would allow me to compare the list to the master array variable on the empty I'll keep in every scene.

How can I do this?
Is there another solution I am not seeing?

PlayMaker Help / 2d Rotating Turret Bullet Direction [SOLVED]
« on: August 08, 2017, 12:22:23 PM »
I have this very simple 2d rotating turret.

I has a look at 2d action on it so it tracks the player.

I have the bullets in Poolboss, and when the turret is tracking the player, it has coregamekit spawn action to spawn the bullets.

I'm having trouble figuring out how to get the bullet to fire in the direction of the player.  I've tried set velocity 2d.  I've tried add force 2d.  I've tried add relative force 2d.  Nothing seems to work on moving the bullet in the direction the barrel of the turret is facing when it fires.

PlayMaker Help / Linker Wizard Import Compile Errors [SOLVED]
« on: August 03, 2017, 02:06:09 PM »
I imported the linker wizard package from the ecosystem and not only did I get compile errors, but my playmaker editor disappeared and so did the ecosystem.  I rolled back the project from the cloud and everything worked as expected again... so I tried to import the linker wizard package from the ecosystem again... and got the same issues... I tried 3 times... I've never had an issue with the linker package before.

Here are the errors.

PlayMaker Help / ProCamera2d Actions
« on: July 27, 2017, 05:05:05 PM »
all the actions are labeled obsolete...

I don't know why since they all worked before being marked obsolete.

But... if they were marked obsolete so they can be gotten off the ecosystem instead.... I think someone missed a step... I don't see them on the ecosystem.

How can I get the actions back please?

General Discussion / Play movie in iOS game with playmaker?
« on: July 13, 2017, 03:53:30 PM »
Can anyone suggest an asset that would let me play a movie in game?

PlayMaker Help / Photon Update Compiler Errors
« on: July 10, 2017, 07:10:27 AM »
So I'm having trouble sending RPC broadcasts with data, and the RPC receive data isn't working at all... so I was building a new clean project to demonstrate the issues and upon installing photon, there was an update... but now I can't even finish building the it because of the photon update having compiler issues..

PlayMaker Help / Photon Swap Sprite? [SOLVED]
« on: July 08, 2017, 02:34:53 PM »
So when I tap on the screen, it changes a bool... a bool test every frame in state 1 detects the change... sends it to state 2 where my player swaps sprites.. and when I let up my finger... the bool test goes false in state 2... and sends it back to state 1 where the sprite resets as it exits state 2... simple...clean...easy... I need this to be visible to all other clients.

I thought I had this figured out in another thread... as I did get it to send events based on the bool test and broadcasting an event to the other clients... but what I found was... it changes the sprites of every player on all the client that isn't "IS MINE"...

How do I simply swap out a sprite on the correct player across all clients?

PlayMaker Help / Photon RPC events not sending at all [SOLVED]
« on: July 05, 2017, 04:53:02 PM »
All I want to do is swap a sprite using an RPC event... i use a bool for my own player... and on the other clients, I want my bool change to reflect swap the sprite there as well... I followed Romi Fauzi's tuts for the bullets RPC event... but I can't get any of the RPC actions to send an event that works... i can get the other players in the room... but none of the RPC actions are sending anything to each other...

I've tried Event By Name... I've tried Event With Data... I've tried All.. I've tried Others... I've tried Master Client... I've tried every option in both RPC broadcasts INCLUDING making sure string values are set to none... I can see all the players... no one is broadcasting.

Unity Services / Unity Analytics Actions
« on: May 01, 2017, 09:19:41 AM »
I have a question about the actions for unity analytics...

In the result section, is this just to send an event?  Is the action sending information to the analytics dashboard or does "send custom event" mean something about playmaker events...

is this needed on the same game object?

if so, what needs to go in those fields and how do I tie it to the action?

I'm looking for a primer using these actions, please...

Action Requests / "Taptic" or Haptics
« on: May 01, 2017, 07:06:53 AM »
I looked on the Ecosystem but I didn't find any actions that would allow me to trigger the Taptic system on an iphone... or haptic feedback on android...

is this possible?

PlayMaker Help / Negate the raycast returned hit event?
« on: April 25, 2017, 03:50:54 PM »
right now there is a setting in all cast actions to Invert Mask so that you can pick all the layers except those defined to register a hit...

what I need to do is Invert the Return... the opposite of checking for grounded... I need to check if I'm not grounded... I need to stop the player from using a power they can only use grounded... but I don't think that's an option in the action, is it?  I only want to send a "hit event" if it stops hitting the ground layer....

How could I achieve that?

Pages: [1] 2 3 4