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Topics - henk

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PlayMaker Help / Activate Game Object
« on: July 25, 2011, 11:24:28 AM »
I'm using the "Activate Game Object" action script - it works... I'm able to de-activate an object and all of its children. The problem is that I can't seem to re-activate the game object after I've deactivated it.

Here's what I've tried:
Adding a wait for one second action and checking the "Reset On Exit" checkbox on the "Activate Game Object" action.

I've also tried:
A transition, on FINISH, to a new state that has the "Activate Game Object" action with the "Active" box checked.

Neither of these work.

Any Ideas?


PlayMaker Tutorials / Throw Grenade Variation
« on: July 22, 2011, 11:18:10 AM »
I really liked the scene that ships with Playmaker called "Throw Grenade" I wanted to modify it so that the ball explodes on impact rather than when the timer runs out. Here's a video on how I did it.

PlayMaker Help / My Ball is not blowing up!?!
« on: July 21, 2011, 05:17:00 PM »
Check out this video that explains my problem. I'm trying to get a ball to blow up when it hits something. Let me know what you think. Thanks,

iOS Help / Simple Pinwheel mechanic for an iOS device
« on: July 21, 2011, 11:07:17 AM »

I'm trying to create a simple pinwheel mechanic for an iOS device: A pinwheel that I can rotate with a swipe or drag on an iOS device.

I'd like to hire someone to help me set this up and show me how it can be done. Please email me directly if interested.

I'll post a how it was done tutorial when It's all working.


Share New Actions / EZ GUI Button Action
« on: July 15, 2011, 03:18:27 PM »
It's starting to work! Thanks for the help. Here's a video that shows where I'm at. I have to admit, after a lot of tries, I'm not sure how to set up an EZ Gui button to work with Playmaker. It's kind of working -  Here's what I've got...

Note: On my button, I think that I should have the "scale up" state go back to the "wait for input" state but I don't know how to do this. any ideas?

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

/// <summary>
/// PlayMaker Action for Delegating when a UIButton
/// has been invoked.
/// </summary>
/// <para>
/// This Action should be placed in the Start action of your
/// FSM. It will add itself as a delegate to the EZGui Button
/// to capture events that have been triggered by the
/// button.
/// </para>
/// <remarks>The Owner must contain a UIButton class</remarks>
/// <remarks>See the EZGui Documentation for More information on this Delegate</remarks>

[Tooltip("EzGui Button Click")]

public class EzButtonInvoke : FsmStateAction {

public FsmOwnerDefault gameObject;
public FsmEvent invokeEvent;

private GameObject go;
private UIButton _object;

public override void Reset() {
gameObject = null;
invokeEvent = null;

public override void OnEnter() {

// get the UIButton attached to this object

go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
_object = go.GetComponentInChildren<UIButton>();

// set the delegate to capture change event



public override string ErrorCheck() {

// TODO: Missing UIButton Object

return "";

void MyDelegate ( IUIObject obj ) {


Share New Actions / EZ GUI Checkbox Action
« on: July 14, 2011, 10:57:25 AM »

I want to thank Spocker for his EZ GUI Button Action:

Also, has anyone been able to modify this so that it works with a radio button and toggle button?


PlayMaker Help / EZ GUI and Playmaker
« on: July 13, 2011, 08:58:30 PM »
I'm trying to get EZ GUI and Playmaker to work together. Here's a video that explains what I'm trying to do. Any help would be greatly appreciated.

PlayMaker Help / Set FSM Question
« on: July 09, 2011, 06:12:45 PM »

Here's a link to a video that describes a problem that I'm having with "Set SFM Float".

Let me know what you think.


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