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Topics - upOwlNight

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Playmaker Help / Does anyone know how to find the size of a game object?
« on: January 29, 2016, 12:54:07 PM »
Is this possible to do in playmaker? I've read a lot of stuff talking about finding bounds or extents, but my mesh render properties have no such option.

Action Requests / get renderer bounds[SOLVED]
« on: January 28, 2016, 05:52:04 AM »
This would be huge for me. I don't know how to program. I've been trying all kinds of ways to find where the renderer bounds are stored. Looks like someone made an action for this back in 2012

yes vertical video, because I felt it served a purpose :) 
anyways... what's happening here? It's a fresh scene with only this FSM

I'll keep it short as possible. I often run into situations while using PM like this and always feel like I'm doing something wrong. I'm always thinking I'm not being efficient enough or my code is too sloppy. Here's an example I'm hoping you can look at. Let me know what kind of suggestions you have.

I have squares that spawn (using a spawn pool).
Each square starts on the right and moves to the left.
There are 65 Possible positions 5x13 grid.
I have an array list with every position on it called all positions
When a tile spawns on the right side I look through the array list of all positions for all the positions that match the spawned tile's row (in this case that is the Z axis)

All matching z axis are added to a new array list called possible positions

I iterate through the possible positions list taking the x (right to left value) from each vector 3 and adding it to a new list called possible positions x

now that I have an array with only floats I "array list sort" it and it puts the lowest value on top

Next, now that I have the lowest X value, I know which value is in the same row as the spawned tile, and of those, which is the furthest away.

I reassemble the y and z to my new found x, and use this vector 3 as my position to "move to".

I remove this vector 3 from the all position list, so the next tile that spawns in the same z (row) wont consider it.

This seems like such a long process to me, and I'm terrified that once I finish my game is going to be clunky

I'm using array list sort. I need to sort the list, then use array list get. My problem is if there is "array list sort" in my action I can't go past it.

My next action is send event but it never gets there. I hit pause and look inside the FSM and I see Array list sort with a green checkbox, which I thought meant it was happening every frame. How do I get to the next action when using an array list sort?

Playmaker Help / ArrayMaker - PlayMaker events - Enable Events
« on: March 03, 2014, 10:19:56 AM »
I'm having some trouble with the wording here. In my playMaker Array List Proxy Script I've enabled events in the inspector window under the dropdown Playmaker Events. 
I've added an event to "add event" this fires off nicely every time something is added to the list. I'm having some confusion though over the words that appear when I hover my mouse over "add event" They say: "event data filled with the item value". Can this whole tab be explained? I would love if when I clicked the ?book icon in the top right corner next to the gear if I could get an explanation page like most other playmaker things. 

All I'm trying to do is when an item is added to the list send an event that sets that item to a gameObject variable called "addedToList"

Example: I want to shoot a Laser from my soul stealing gun to dead body. soul gun is point A, body is point B.

Ideally I'd like to have an object, say a capsule, with a fixed radius scale from my gun to the body.

I know how to use raycast to get the B location, and how to spawn it from the gun for my A location, I just cant figure out how to fill the gap with the laser beam.

Thoughts and ideas are welcome, keep in mind I'm looking to solve this using just playmaker

Playmaker Help / Locking game object rotation/upVector to mouse position
« on: January 20, 2012, 02:35:53 PM »
What I want: I want to make a side scroller. The camera is on top looking down at my space ship. I want my space ships up vector, or nose, to face my mouse position.

Thoughts: After trying everything I could think of, I feel I got the closest when I stored my Ships Vector3 to a variable called shipPosition.
I used the action in an FSM connected to my ship called Vector3 Rotate Towards.
For Current Direction i added my variable "shipVector"
For Target Direction all I want to do is put in variables for x, y, and z. Why can't I do that?

I stored my MouseX and MouseY into global variables called mouseX and mouseY. I don't see the reasoning in not allowing me to call them instead of typing just one number. Sure, this is on option for a variable, but it HAS to be vector3, and I can't figure out how to get that more my mouse.

This honestly sounds like something that has to be done all the time, there HAS to be something built in playmaker, but i've searched everything.

Please keep in mind when offering advice, the camera will not be rotating or moving at all with the rotation of the ship. I cant just lock camera to mouse or something.

Thanks for reading. I'm looking forward to hearing replies. Sorry for the length, I wanted to be thorough.

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