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PlayMaker Help / Setting IsTrigger[SOLVED]
« on: October 17, 2018, 07:14:18 PM »
so I have a bow and arrow. If the arrow is not set to istrigger = true, it hits the bow on the way out and flops around. So I have to have istrigger = false when I first shoot it. but I need to have istrigger = true before it lands, so it can stick into whatever it hits. So I made a simple solution. I put the bow inside a standard sphere. and have a FSM for on trigger exit. at that time, the arrow is free of the bow. So then I "Set Property" on the arrow (box collider)'s IsTrigger = false. I can see that the FSM runs and returns to the listening state. all in all it seems pretty straight forward. However I can see in the inspector that the arrow is not set to false, and it disappears through the ground, instead of stopping on contact.

If I manually change the istrigger, it does hit the ground, but it also won't come off the bow properly (because of the arrow flights (feathers)).

Any ideas out there? This seems like it should just work.

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PlayMaker Help / animator play back time
« on: October 14, 2018, 08:11:06 PM »
ok I'm a newb.

I am attepting to control an animation - from animator - on my own.
1st. I get a float. I can see the number changing in debug as I move around.
2nd. I force the animation to play.
3rd. I set "Set Animator Play Back Speed" to 0.
4th. I set "Set Animator Play Back Time" to my float - I can also see this in debug.
5th I threw in a "Get Animator Play Back Speed" as my own debug, it stays constant at -1.

If I change Set Animator Play Back Speed to 1, I can trigger my animation 1 time, it runs at normal speed. I know I'm missing something here, just not sure what it is. Any ideas out there?

I understand that Animator is the new version of Animation, - they're both new to me, but I didn't think I'd be running into a caveat so soon. 

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VR Help / [Oculus] Questions about the playmaker oculus demo
« on: October 10, 2018, 11:09:55 PM »
Ok, very new to this, I have some specific questions about the demo, I figure understanding how everything works here would be a great model to learn from. The demo I'm referring to has boxing gloves, light guns, a ball, and a little robot.

I have 2 specific questions.
1. I am trying to find out where the bullets come from. I am looking at the switchcontroller FSM, and I can see that on the Activate Gun state, there is an Enable FSM action that has a name of bulletEmission. I cannot find any other reference to bulletEmission literally anywhere. I've clicked around for a good long time, and I feel like I'm missing something small. I also want to add a little shooting sound, I feel like I can figure that part out once I understand the bullets.

2. I have managed to change the color of the light guns ,and keep them changed. That was a nice 'ah ha' moment. If you run the demo you will see that the guns orientation is way off for the touch controllers. I would like to re-orient them, but I can't figure out where - how - when they get changed to the controllers. I do understand that the activate gun action disables the gun on the counter, but I can't figure out the other half of it.

I just want to say thanks, I'm already really taken with the whole state machine, I can't wait to get to work making some fun stuff!


***Update***

I have found the lightPistol objects! I see now that we aren't moving the guns to the controllers, rather we are making the ones that I'm holding appear. From here I think I can manage to add some sounds for the shots. I was also able to re-orient the guns themselves so they fit in my hands better. So far this is really enjoyable. I don't think I could make complicated FSMs yet, but my confidence grows!

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