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Topics - tim.holman

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PlayMaker Help / Sphere casting
« on: May 07, 2012, 11:36:29 AM »
Before I posted this under the request actions page, I wanted to make sure there's nothing in place to handle this already.

I would like to use a sphere cast for a shot gun mechanic. The sphere would slowly spread out after being shot to simulate a shot gun blast (with shrapnel being spread in an even radius around the center.) I was using game objects that had colliders, projecting them out and reading the collision, but we've decided that sphere casting would be more cost-effective way of achieving the same effect.

Is there currently a way to do something like this? Any thoughts/ideas/suggestions would be much appreciated. Thank you!

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PlayMaker Bug Reporting / [SOLVED] Draw Active State Labels
« on: May 04, 2012, 08:27:44 AM »
I'm not 100% this is a bug, but it's giving me problems. I'm trying to disable "Draw Active State Labels" on the Playmaker Gui script in my scene. This works fine until I press play, then the box automatically checks itself again, and all labels show up in the game.

I did notice this on the release notes: "Flag to show state labels should be synchronized now so you don't have to set it in multiple places." Does that mean I'm not setting this option in the right place? If so, where do I need to set it so that it does not automatically change?

Note: I've never experienced this problem before this update (1.3.3 RC6), which is why I've posted it here and not on the PM help forum.

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PlayMaker Help / Scale Gui
« on: April 02, 2012, 09:24:10 AM »
I'm using Scale Gui to reduce the size of a gui in one fsm, but it's affecting other fsm gui's. Apply global is unchecked. I've even tried applying the Scale gui action to the affected gui's to manually set the scale to 1, but that's not working. Any ideas what I need to do here?

qholmes seemed to have same the same problem some time ago (http://hutonggames.com/playmakerforum/index.php?topic=438.0), but there were no responses! Hopefully I'll have a little better luck! Any help would be much appreciated.


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PlayMaker Help / Character controller speed [SOLVED]
« on: March 06, 2012, 03:37:01 PM »
I've been trying to figure out a way to deal damage to the player if they are sliding down a steep cliff. Because the cliff is still part of my terrain, the player is still considered grounded when sliding, which has caused a few problems for me. I've decided it might be best just to set the sliding speed higher than my max character controller speed (or downward gravity speed for that matter), then deal damage once the character speed reaches it.

To boil it down for you, all I need to figure out is a way to detect my character controller's current speed! I can't use the getSpeed action, since it requires a rigidbody, and my controller doesn't have one. I've poked around the character controller and motor, but couldn't figure out a way to get the actual speed in real time. I'm guessing there's a simple way to do this that I'm just overlooking?

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PlayMaker Help / isSliding boolean
« on: February 28, 2012, 03:48:40 PM »
Is there a way to detect if the player is sliding or not? I looked through the properties under Character Motor (Standard Asset) and did not see anything pertaining to sliding. (Oddly enough, doesn't look like there's even an option to enable/disable sliding at run time.)

Basically, what I'm trying to do here is apply damage to the player if he slides down a cliff side. Because the player is still considered to be grounded when he's sliding down the cliff, I am unable to do a Y-position check before and after being grounded. (This is how I'm handling falling damage when not grounded). If I can figure out a way to decipher whether or not the player is sliding, I can simply apply damage while an "isSliding" boolean is true.

Any help/suggestions here would be very much appreciated is I've been struggling on this one for a while!
Thank you!!

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PlayMaker Help / Game object is grounded [SOLVED]
« on: February 23, 2012, 09:49:28 AM »
I'm looking for a way to decipher whether or not a game object (golf ball) is currently on the ground. Basically, I need the "ControllerIsGrounded" boolean check, except I need to use it for a game object, and not the character controller. Does anybody know of a good way to do this? Any help would be appreciated!

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PlayMaker Help / Reset level
« on: January 13, 2012, 12:41:30 PM »
I was wondering if anybody knew of an easy way to reset the current level when dying. In other words, all fsm's should reset and start where they normally would at the beginning of the game. I was thinking about disabling, then re enabling all fsm's in the scene, however, I feel like there should be an easier way to go about this. Any ideas would be greatly appreciated!!

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PlayMaker Help / OnTrigger Exit Problem
« on: January 04, 2012, 05:01:21 PM »
I'm setting up zones for a golf game to change the rigid.body drag and angular drag values when entering certain zones. I've made custom models to fit each zone (i.e. an object to fit in the sand trap), applied a mesh collider, and checked Is Trigger true. When the golf ball enters the zone, it does in fact set off the trigger as it's suppose to. However, when I hit the ball out of the bunker, I can't seem to initiate the TriggerExit function.  I'm using continuous dynamic collision, so collision detection shouldn't be the problem here.

Am I correct in believing that the TriggerExit function SHOULD execute after the ball has been hit into then out of a trigger? Or am I missing something here?

I'd also like to clear up another issue while I'm on the subject. Because playmaker uses finite states, what is the purpose of using OnTriggerStay rather than OnTriggerEnter? I understand that OnTriggerStay calls every frame, but if an event is being sent to another state either way, why would it matter?  ???

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PlayMaker Help / Freeze Fsm [SOLVED]
« on: December 20, 2011, 02:23:12 PM »
I've been having some difficulty with Fsm's when pausing the game. I'm using "Enable Fsm" to turn the fsm's on and off when switching between Pause and Unpause. This, however, resets the fsm so that it goes back to its starting state when unpaused. I need to have them freeze in there current state when paused, then resume from that state as normal when unpaused. I've looked around the actions list a bit, but couldn't come up with anything. Any suggestions as to how I would go about solving this problem? Thank you in advance!!

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PlayMaker Help / GUILayout Begin Area [SOLVED]
« on: November 18, 2011, 03:19:19 PM »
I'm setting up a golf scorecard using the GuiLayout options. I have a number of boxes that are being organized through a series of "GUILayout Begin(End) Vertical" and "GUILayout Begin(End) Horizontal" actions. (This has allowed me to create columns and rows, similar to a spreadsheet.) At the beginning of all of this though, I have a "GUILayout Begin Area" (along with an "End Area" to cap it all off). As I tweak the values under the "GUILayout Begin Area," nothing happens. I have messed around with every variable, including layout options, but nothing seems to happen at all. When I disable the "Begin Area" action, the scorecard still works fine for me, however, the Playmaker Fsm is outlined in red, indicating an error.  F.Y.I., I'm trying to center the scorecard in the middle of the screen, but it refuses to move from the upper left corner no matter what I do (including "GUILayout Begin Area Centered").

Am I missing something here? How do I manipulate the positioning/ size of all of these gui elements? Am I correct in believing that this should be something adjusted under the "Begin Area" action? Any ideas would be greatly appreciated.

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PlayMaker Help / Changing speed of "Animate Float" action [SOLVED]
« on: November 17, 2011, 10:13:16 AM »
I have a gui slider that I'm animating using "Animate Float." I've set up the animation curve how I want it, but I need to change the speed at which it animates depending on the number of enemies around. I tried using "Set Animation Speed," but that only seems to apply to game objects that have animations outside of playmaker. Is there a way for me to manipulate the speed (at runtime) at which my Gui slider bar animates? The only way I've figured out to manipulate the speed is by modifying the animation curve itself, which I cannot do at runtime. Any ideas?

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PlayMaker Help / "Gui Vertical Slider" breaks "Mouse Over" event [SOLVED]
« on: November 10, 2011, 02:50:50 PM »
Having a strange problem with the Gui Vertical slider. When this is enabled, it seems to disallow the Mouse Over event. Therefore, I cannot click on any interactive object while the Gui Vertical Slider is enabled. Very strange...

Any ideas on what to look for here or how I might go about solving this problem?

b.t.w. The slider is being used as a placeholder for the health meter.

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PlayMaker Help / Set/lock mouse cursor
« on: October 25, 2011, 07:49:40 AM »
I'm using a reticule in the center of my screen as an aiming marker (it's in first person), and I have set the cursor and locked it, which works great. Here's the problem... after I pause and then unpause the game, the reticule will not stay locked in the middle of the screen! It moves freely about the screen and the player can freely move around the level as well. As soon as the player left clicks again, the cursor locks itself back into place as it should be.

My question is, how can I ensure the cursor stays locked in the center of the screen without having to click when I come out of pause? I've tried placing the Set Mouse Cursor in several different states, but nothing seeems to work. Any ideas how to solve this dilema?? Thank you in advance!!

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PlayMaker Help / How to recognize "Idle" [SOLVED]
« on: October 17, 2011, 03:51:03 PM »
I'm trying to set up an idle animation and audio clip to be played ONLY when the player hasn't moved the mouse or pressed any buttons or keys for at least 60 seconds. The only solution I've figured out so far is to get the amount of time in the current state, then compare that value to 60, and send an event to another state if that value is equal or greater than (60). The only problem is, the player can remain in the same state while moving around (in other words, they're not actually idle). How do I detect if the player has not had any input for over a given time, then send an event if true?

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PlayMaker Help / Communite with animation curve
« on: October 06, 2011, 02:34:28 PM »
I'm using an animation curve to animate a gui horizontal slider from left (0) to right (1). I need to get two values; a power variable on the first click (when bar is on the far right side), and an accuracy variable on the second click (when bar is on the far left side). Think of the kick off mechanic in Madden, or the throwing mechanic in MLB the Show. Once the user has clicked once, it stores that float variable, and moves to another state where they need to click again (for an accuracy variable). However, I need the slider to always move back to the left (towards 0) rather than to the right (towards 1), which is how it's setup by default.

What I've done is set up a new variable called "Accuracy" and set it to equal the "Power" variable as soon as the new state has been entered. That way, the bar starts in the same spot it left off at in the last state. My problem is, I can't figure out how to tell it to go back towards zero. To sum it up, I need to figure out a way to communicate with the animation curve in order to tell it to go back towards 0...

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