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Topics - EpicMcDude

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PlayMaker Help / Inventory with Scriptable Objects
« on: October 09, 2021, 02:27:37 PM »

I have 2 custom actions to Get and Set my Scriptable Objects (SO) information onto my FSMs, as well as a variable type definition of my SO.

I'm trying to do an Inventory where when I pick up an item in the world that has the SO variable I set it at, it sends an event preceded by Set Event Data Info with the object type of what my SO it is. (image 1)

But I'm having trouble finding a workflow between SO and hashtables/array list for the Inventory UI.
Each SO has a prefab slot for UI and then that UI prefab has an FSM with the SO variable and is instantiated, so that I can get the stats for each object. (image 2)

But I'm very confused with the SO workflow, the button on image 3 only works for the first item that I click on, when I click on other items the "Set Info" event doesn't fire.

I'm not sure what the proper way to add UI elements based on item pickup is?
Also not sure how to display Scriptable Object info from a list or hashtable.

PlayMaker Help / Is there a Set State action?
« on: August 20, 2021, 08:18:44 PM »
I'm doing a FSM for branching dialogues and, it's gonna have a lot of states.

Currently looking into if it's possible to resume an FSM from where it was using a Set State action without an event? Sort of like the Fsm.GoToPreviousState method but just go to the state with the provided string variable.

I've found the action GoToStateByName.cs by Jean, but it still needs to send events which means I'm looking at dozens of global events to send for each possible dialogue from where the player left off, trying to avoid this as I'm not sure it's healthy for the project.


I'm trying to setup an animation float parameter with the Agent Velocity, so that if the agent moves than a Run animation will play.

The problem is that the Get Agent Velocity action always returns a value, it's almost never 0 as if the Agent is always moving when he is just standing still.
This also happens with the Get Game Object Speed, where the Speed float always registers a value even when the game object is still.

This causes the animation float parameter to trigger the run animation, so the Player character is constantly jittering with the run animation when standing still.

Is there a way to fix this?

Hi everyone,

This is my first custom action, I don't know anything about C# but this one works!

I wanted to appropriate the "delay" variable from another action into this String Typewriter action, so that the user can setup a delay for the player to finish reading the sentence, instead of relying on the pause multiplier.

So this just checks if the string is completed, and if so, then the delay kicks in before sending a finished event.

PlayMaker Help / Scale object on click?
« on: December 03, 2020, 10:00:10 PM »
Hey all,

I'm trying to figure out to set up an object that would continuously grow when you click on it.

I have a capsule with an FSM and I have an action for when the mouse clicks on the capsule, the Y scale grows by what I set it to be, but this isn't additive and only scales once with the action "Set Scale", i.e. capsule has 0.5 Y and on mouse click I set the scale to be 1.

Is there any way I can loop this action additively? So I can have the "Set Scale " action scale +1 on mouse click instead of setting it to just 1?

Thank you

User Showcase / Building 847 - First game releasing on Steam tomorrow
« on: October 22, 2020, 09:15:40 AM »

So yeah, I made my first video game! Pretty, pretty, pretty cool.

This was made entirely with Playmaker and it's a first-person narrative game, where you're a private detective investigating a bizarre event inside a building.

Check out some gameplay on the steam page:

I started using and learning Playmaker and Unity in June this year and shortly thereafter I started working on my first video game - Building 847.
I went through a bunch of tutorials, forums, google searches to make this and I think in the end it somewhat worked out alright.

I managed to make a dialogue system using Playmaker and Unity's UI which I'm pretty happy about, and I also tried making an Options menu but I failed miserably in that regard.

Anyway, thank you for your time and I also want to thank Playmaker devs for creating such an awesome tool.


PlayMaker Help / Camera gets inverted on mouse hold
« on: August 28, 2020, 03:29:36 AM »
Hey all!

I've made a simple FSM to have the player zoom in when holding the right mouse button, with a simple animation where I just increase the FOV.

However, during this state the mouse look gets inverted in the XY directions, and I don't really understand why. I've tried using the Mouse Look Invert during the zoom in state (State 2) but nothing works.
I have a small tutorial screen which freezes time after a camera fade-in right before we take control of the player character, and during this time freeze the mouse look invert action actually works if I turn it on.

So I'm guessing there might be a conflict with other FSMs? The only thing that comes to mind is that I use "Set Cursor Lock State" to confine the cursor within the game window and "Set Mouse Cursor" to make it visible when in menus and vice-versa, on another FSM.

I'm really curious as to why this inverts itself during State 2 when I just have a simple animator play an FOV change.

Any help would be appreciated, I would think this would be a simple mechanic but it's giving me a headache for days now.

Thank you in advance!

PlayMaker Help / GUI scale with screen resolution
« on: July 20, 2020, 04:42:41 AM »
Hi all,

So I'm new to Playmaker, been using it for about 4 weeks now and I decided that I wanted to try and make a dialogue system using it.
I kinda managed to do that using the GUI Button and GUI Text Field styles and arrange them on the screen but they obviously don't scale with the resolution as they have no anchors.

I'm also using the Set GUI Skin to set options for font, style, position etc.

I have been googling around a lot and and I think I should be using some sort of rect transform action? And it also seems that the GUI I'm using is outdated?

I tried prototyping with the canvas and make text using Unity's UI since those have the anchor points but it wasn't near as flexible as Playmaker for branching dialogue.

I attached examples of my FSM and the game screen showing how the different resolutions affect the GUI.

Does anyone know how I can anchor these so that they don't overlap and the font stays the same size for each resolution?

If this hurts your head by how noob I am, sorry in advance!


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