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Topics - RICK

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1
PlayMaker Help / Simulate key press with Playmaker (Update)
« on: November 14, 2019, 04:07:42 AM »
Hi,

Regarding my post (Simulate key press with Playmaker ), nobody seems to be able to help me with accessing the bools in the C# script to control the ragdoll. I have a better active ragdoll asset I got from Kavorka-Racing, it's more complicated but I like it better. I'm playing around with it right now but I will need to access the C# script like I was trying to do before with the other active ragdoll asset. You can get the free project on their website. You can find more interesting videos on YouTube.
http://www.kavorka-racing.com/
 

Thanks,

Rick C

2
PlayMaker Help / Simulate key press with Playmaker
« on: October 19, 2019, 05:39:51 PM »
Hi,

Say I have a state machine and at a certain state I want It to simulate a key or button press, how could I go about doing this?

Thanks,

Rick C

3
PlayMaker Help / Npc Jumping Agent
« on: October 17, 2019, 03:05:58 PM »
Hi

 I'm working on some Npc AI. I want my agent to jump across, up and down navmeshes. I currently use Unity personal version, so I don't have the off mesh
link function. On YouTube I found a video by Mdotstrange. He made a c# script that enables the agent to do this and provided a link to download the project.

I played around with it, controlling it with Playmaker. Has anyone seen this and used it in a project? It works but I have a problem after the first jump. The start
of the jump does not reset to its current jump, it always starts at the first jump.
For instance, if it makes 4 jumps, it will start at the first jump and follow the paths
through the other jumps to the last jump. I don't know how to script so I don't
Know how to fix it.

I contacted Mdotstrange about 5 weeks ago and he said he would make a playmaker action to fix the problem. About 4 weeks ago I sent him a link to
download my JumpingAgent project to look at, and asked him if he had any luck with fixing the script. I have not heard from him since then. I don't want to pester him about a free asset. It would be very useful if I could get it to work.


Thanks,

Rick C
 

4
PlayMaker Help / Control Navmesh Agent component [SOLVED]
« on: September 02, 2019, 01:58:56 PM »
Hi,

Currently working on Npc AI. I'm working on Npc climbing obstacles. I need to turn off the navmesh agent component before the npc starts climbing. I've tried set property and enable behavior but I can not get those to work. How can I do this?

Thanks,

Rick

5
PlayMaker Help / Sword damage with trigger colliders or Raycast?
« on: April 28, 2019, 06:53:17 PM »
Hi,
I've tried to use colliders as triggers on my sword with animation events to turn the colliders on and off at the right moments. I have an FSM that receives the events to turn the colliders on and by using activate game object actions. The animation events consistently fires the on and off events but the activate game object does not seem to work consistently. I ran a test to fire the collider on event and stop in that state to see if the activate game object action turned on the collider, it rarely did. I read that with this kind of setup for collision, the animation may be to fast for the events to fire properly. My animation events are firing properly but the activate game object part is not working. Any way to make this work?

I was looking into using raycast. I shoot a ray from the base of the blade to the tip. My enemy npc have colliders on all of its body parts. When the sword hits the npc, the hit object is stored. No matter where I hit the enemy, the hit object is always the parent of the body parts. This is where I have trouble and confusion. I need to get the child of the parent that was hit, correct?
I was thinking that I need to use an array in this process so I tried to learn about and use arrays.
I ran into problems with getting and storing variables in the array, I have a previous post about that problem. Can anyone tell me in detail from the moment my raycast hit the parent object as to how I proceed? I don't even know if I need to use an array.

Thanks,

RICK

6
PlayMaker Help / Problem creating and storing game object variable
« on: April 26, 2019, 07:31:00 PM »
Hi,

I posted about a similar problem less than a week ago and I thought it was a glitch (Get FSM Float not showing the float variable for the FSM). This current FSM is for getting the game object to add itself to an array. In this first state I have Get Owner action and created a game object variable called self, this action is OK. The next action I use Array Add. I Have a global variable for the array and at this point everything is OK until I try to set the value as self, the variable is not listed in the drop down. I have screen shots.

Thanks,

RICK

7
Hi,
I have a Player and an Enemy. I have a float value for every player attack that is stored as a variable. I want my Enemy to get this float value and store it for use.  I've tried, Get FSM Game Object and Get FSM Float but when I want to store it there is no variables listed in the drop tab, it indicates None. I  followed a YouTube tutorial step by step. What could  be wrong?

Thanks,

Rick

8
Hi,

When I have a game object with a playmaker script attached selected, the red playmaker Label is missing on the scripts in the inspector tab. The label is there on the game objects listed in the hierarchy. I checked in preferences and in the playmaker manual but found nothing. The visual cue is handy. This is annoying.

Thanks,

RICK

9
Hi,
I haven't learned how to code yet, thats why I purchased Playmaker. I've been using it for about a year now and been able to figure out problems I came across While using it for what I needed to do. I recently came across the add-on, Event  Proxy.
The following are the steps I took following a video tutorial.
          Attached the proxy event script to my animator game object.
          Attached animation event FSM to my animator game object.
          Set up Playmaker global events.
          Original animations were copied and animation events marked.
          The proxy event script settings as follows:
                 Event target is owner, which is my animator game object.
                FSM event is the global event I set up in the animation event FSM.

When I test the message using the test function in the event proxy script in the Inspector tab, the event is received by the animation event FSM. when I play the animation, the event is not being triggered. Did I miss
something ? I looked through the forum and Google but could not find anything to help me.

Thanks,

Rick
 

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