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Topics - greg

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Action Requests / Wheel Collider Access
« on: May 23, 2013, 01:55:41 PM »
Hey, i want to set the "sideways stiffness factor" of some wheel colliders within playmaker. This is so i can skid the car when they hold brake, for sliding around corners.

When i use get/set property, it comes up with motorTorque and stuff, but no stiffness factor...

Any Ideas? Thanks guys

PlayMaker Help / draw ammo on screen
« on: May 17, 2013, 12:09:50 PM »
I want to draw bullet images on screen for each bullet the player has.

I think i need to loop through the ammo count and for each bullet add a "draw gui texture", incrementing the position as well (so the bullets are drawn in a line).. not sure how to go about this in playmaker.

PlayMaker Help / moving folders
« on: April 29, 2013, 09:02:46 AM »
my project  is starting to get a lot of folders for things like Astar, playmaker, photon.. just wondering if i make a folder in project view "general" and dump everything in there, will it all still work properly?


PlayMaker Help / FPS Aiming
« on: April 07, 2013, 04:24:28 PM »
Thinking of having no crosshair in my FPS like in Quake/Doom.
Aiming would need to be really forgiving for this (slight auto-aim)
I'm thinking sphere casting, is there an action for this.

EDIT: maybe something to do with getting WorldToScreenPoint: if dude is close to centre of screen, aim invisible crosshair on him (if more than 1, aim at one who is nearest to screen centre), then ScreenPick which would cast a ray at that dude.

But would this mean using WorldToScreenPoint on every enemy, every frame. Is this expensive, any ideas to optimise?

Cheers guys!

PlayMaker Help / Raycasting to Crosshair [solved]
« on: March 29, 2013, 07:45:18 AM »
Hello playmaker devs :)

I'm making a FPS with dual guns - it has 2 crosshairs. Normally you'd raycast forward from the centre of the screen and perspective wouldn't matter.. however, the two crosshairs aren't in the centre of the screen.. so perspective messes with the aiming.

Could anyone help me with a solution to this, it is proving to be a challenge? I basically want to orthographically raycast from camera to crosshair.. i think this may be part of the solution, but i'm not sure:
(^if this is indeed the correct solution, i dont suppose some kind soul could provide me with a custom action like the normal raycast one)


PlayMaker Help / Raycast Hit Normal
« on: March 28, 2013, 03:07:52 PM »
How do i get this to work? I'm spawning some smokeFX at the hitpoint and want it to rotate to the hit normal.

The item spawned at the hitpoint of the raycast (bullet smoke) always spawns with rotation: 0, 0.999999, 0

I tried the usual way where i create object at the hitPoint, and in the rotation field i use the hitNormal.
I tried spawning the object, then using "set rotation" afterward.

There was another thread here:

where Red provided a custom code which was basically "set rotation", but this hasn't worked for me.

Whats going on here?

PlayMaker Help / Swimming [Solved]
« on: March 25, 2013, 05:15:53 PM »
I have a FPS player who moves via: "get axis" and "controller move"

Whilst swimming i want forward movement in the cameras direction, using controller move on the player.

Ideas? Seems kinda tricky.

[EDIT] solution at end of topic :)

PlayMaker Help / fixed update[SOLVED]
« on: March 18, 2013, 12:39:44 PM »
I need to make duplicates of a few actions and edit them to be fixedUpdate instead of Update (for character movement acceleration/deceleration)..

Whats the safe way to do this?

I tried copying the action.cs in the folder, then editing the name/class name and bit of code in notepad, but unity started freaking out. A simple step-by-step would be appreciated.

PlayMaker Help / change variable in a script[SOLVED]
« on: March 07, 2013, 12:27:42 PM »
I wan't to alter the "maxForwardSpeed" variable in the "characterMotor" script attached to Unity's FPScontroller prefab, so i can have sprinting.

Whats the simplest way of doing this? I tried get component > set property, but the variables don't show.


(i know theres other threads about this issue but i didn't really understand them, and they went into more complexity than i think i need)

PlayMaker Help / Audio one shot
« on: March 06, 2013, 10:18:16 AM »
"play random audio" creates a "one shot audio" element, each time its used, and they dont get destroyed.

Am i right in assuming this is bad practice, and its better just to roll a random number, then play a relevant audio clip on the existing object (which already has an audio source component)?

just asking for confirmation, couldn't find answers via google.

PlayMaker Help / if ___ and ___
« on: March 05, 2013, 12:41:31 PM »
Is there a simple way to do:

IF ____ and ____ is true, within a single state? Right now i'm having to do some convoluted things just to check two things..

(example attached)

Thanks :)

PlayMaker Help / check children
« on: March 04, 2013, 01:38:14 PM »
Whats the simplest way to check if an object has a certain child object?
Couldn't figure out how to use "get next child" effectively..

PlayMaker Help / Arrays
« on: March 04, 2013, 01:27:43 PM »
I'm creating sets of rooms at runtime, then saving them in an array. The index of the item is the "roomset" and the value "int" is the number of rooms in the set.

I want to get this information at runtime, but to do any kind of comparison or logic on an array item, i need to store it in a variable. The whole reason i was using an array is because i can't create variables at runtime in playmaker (or can i?)..

What do i do here?

(basically i want to create a list of information at runtime, then perform logic on certain items in the list)

PlayMaker Help / Detach Child [SOLVED]
« on: February 22, 2013, 09:54:49 AM »
So there's a "detach children" block, but how do i detach a single child?

Basically i have a room, with a bunch of doors parented to it. I want to make one of the doors the rooms parent - but it wouldn't work, and i suspected because the door was a child of the room, so i'd have to detach it first. But i want all the other objects still parented to the room.


PlayMaker Help / Quick Keypress question
« on: February 12, 2013, 12:04:30 PM »
Hey, i had a car i wanted the player to enter.

- on key down E (enter car)
- now we're in the "driving" state, on key down E (exit car) can probably guess the problem, the key would be down when it entered the "driving" state, and so it exited the car immediately.

My quick fix solution: on key down E (go to "key up?" state), when in "key up?" state if key is up go to "driving state"

So only when the player releases E, do they get into the car. Is there a smarter way to do this, when it checks if the key is actually pressed, not just down?

Thanks guys, this is a really helpful community!

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