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Topics - intrikit

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PlayMaker Help / [SOLVED] Time Window for Combo System
« on: October 19, 2015, 09:43:46 PM »
I'd like some insight on how I would make a timer for a combo system. I would like to allow the player to score X amount of points if they can kill a certain number of enemies within a certain amount of time. It would reset if the player gets hit or if the time runs out.

Any thoughts would be great. Thanks!

PlayMaker Help / Animate Vector or Animate Float not working
« on: September 21, 2015, 12:43:13 AM »
I'm trying to animate the scale of a game object. So I used a Get Scale action and stored the Vector3 in a variable. Right underneath it I have an Animate Vector3 action but it doesn't animate. I've also tried this with a float to no avail. What could I be missing?

Thanks in advance!

PlayMaker Help / NavMesh Agent Velocity to Mecanim
« on: September 12, 2015, 12:31:51 AM »
Hey guys,

I've read a similar topic here:

But I thought I'd start a new thread. I need to get an Agent's velocity and turn it into a parameter to drive root motion in Mecanim. What is the best way to do this? I know there is a "Get Game Object Speed" as well as numerous NavMeshAgent actions. Some suggestions as to the best approach would be appreciated.

Also, I need to consider the agent turning around once a waypoint has been reached.

PlayMaker Help / Top Down Shooter Controller
« on: July 14, 2015, 12:36:08 AM »
This is more of a general question and not so much about a specific technical issue. This is more like a question about approach and concept.

I just purchased a Top Down Shooter controller off of the Asset Store and it's made with PlayMaker. The package includes an animated (Mecanim) model with a pistol. It shoots and kills enemies and there is a camera rig that follows it. It all works well and seems like a great starting point.

Seeing that the only weapon supported by this controller is a Pistol, I want to add support for a Rifle and Melee mode. So my approach would be to copy the Pistol FSM and create two other versions for the Rifle and Melee, then adjust accordingly ie. use appropriate animations, firing rate, ammo etc.

These FSM would then be activated if the player acquires the corresponding weapon (the melee FSM being the default running FSM).

Anyway, I hope this "question" makes sense as I know it's quite broad. I just wanted to get opinions if this is the right approach or if there might be better solutions.

PlayMaker Help / Zooming Out with Orthographic Camera
« on: July 04, 2015, 02:16:37 AM »
Hey guys,

I am using an orthographic camera and trying to zoom out when a key is pressed. I've done the Set Property change for the camera outlined in this thread:

However, I'm looking for a smoother transition rather than a snap from one value to the other. Any ideas would be appreciated.

PlayMaker Help / Maintaining Aspect Ratio
« on: May 25, 2015, 12:36:32 AM »
I'm looking to maintain the aspect ratio of my game even if the end user runs a different one. For example, if my game runs best at 16:9, it scales it down to fit a 4:3.

How would one do this? Does the Get Screen Aspect Ratio action do this? If so, where would I apply this action to?

PlayMaker Help / Set Time Scale and Load Level
« on: May 07, 2015, 10:23:22 AM »
If the Time Scale is set to a certain number in one level, will it be retained even after a Load Level action is performed and another level is loaded?

PlayMaker Help / {SOLVED} Stopping a rigid body from moving.
« on: March 19, 2015, 12:08:15 AM »

I have rollers which the player can roll while stepping on in order to get past obstacles. When the player dies, I created an FSM so that the rollers go back to its original placement so that the player can try again. However, if the player dies while the roller is still in motion, it continues to move after the "Set Position" action is executed. The issue is better explained by this video:

Does anyone have any suggestions as to how to get around this? Thanks a lot!

PlayMaker Help / [SOLVED] Mesh stays invisible after a Blink action
« on: March 03, 2015, 11:40:14 AM »

I've been working on an indicator to show the player that a power up is about to expire.

There is an FSM that enables a power up for 30 seconds and in that same FSM, there are actions to enable/disable a separate FSM that tells the character mesh to wait 27 seconds before a Blink state (which means the character blinks when there are 3 seconds left of the power up).

It all works, except SOMETIMES, after the Blink action, the character mesh stays invisible even though the FSM is disabled once the power up ends.

Here is how the Blink FSM looks:

PlayMaker Help / Triggering Custom Camera Movement
« on: September 16, 2014, 12:41:18 AM »
Hey guys,

I'm working on some custom camera movement when entering a trigger. I have a set up that works perfectly for most of the levels. However, there are areas in which momentary custom controls are needed. An example of  this would be where the level drastically slopes down and the camera needs to go pan down before the player even moves.

The way the camera is set up currently is that it is dependent on where the player lands which sometimes causes the camera to fall behind when there is a drastic altitude change. So I want to use triggers in specific areas to tell the camera to move first and show the player the path before the player gets there. And when the player exits the area, it smoothly resets the camera back to its original position.

I've experimented with using Set Position but it's too rough. I'm just thinking of what could be the simplest way of solving this and your thoughts would be appreciated.



Hey guys,

I'm working on an activation mechanic after collecting a certain amount of a certain item. I know how to create an object after collecting one object, but what is the best way to create an object after collecting, say, five of the same objects?

Thanks in advance!

PlayMaker Help / Audio Looping and Destroying specific clips
« on: February 25, 2014, 02:18:09 AM »
Hey guys,

Looked around but this doesn't seem to be a common issue. I am putting in place audio for player movements such as running and jumping. The method that makes the most sense to me is to use the "Audio Play" action in the same state that the corresponding animation is playing in.

In trying to do this, however, the "Audio Play" action seems to only play One Shot Clips and doesn't allow for something like a running sound to loop even if  the Loop box is ticked in the Audio Source. Any ideas?

Work In Progress... / MARA - 2.5d platformer - WIP
« on: January 20, 2014, 12:24:26 PM »
Hey guys,

I've been developing with Playmaker. Here is my work so far:

More here:

More to come soon!

PlayMaker Help / Checkpoints
« on: November 19, 2013, 01:08:16 AM »

I've searched for some checkpoint solutions and ArrayMaker came up. But I'd like to go for the simple way first if I can get away with it. I need a typical playformer checkpoint system with around two per level. One at the beginning and one in the middle of the level.

I've played around with Set Position that is triggered by a Hazard but this seems to limit me to only one checkpoint per level. Is there anything I'm missing with this approach that will enable me to set multiple checkpoints? Right now, I've just simply plugged in the coordinates of where I want the player to spawn, but as I've said, this limits me to one per level.

Thanks in advance!

PlayMaker Help / HOTween - Enemy Patrolling Rotation
« on: October 18, 2013, 01:20:55 AM »
I've set up an object with a transform tween that goes from point A to point B using the HOTween Editor. Now, I want the object to turn around once it has reached point B and continue the loop so it acts like an enemy patrolling a ledge or something.

So I applied another transform tween, a rotation, that I gave a value of 180 in the Y axis and set the delay to match the duration of the position tween (to give the effect that it turns around once it has reached the end of the platform). But I can't figure out the proper setting so that it does this continuously. Currently, once the object reaches the first rotation point, it disregards the delay and just keeps rotating without waiting. Any suggestions? Thanks!

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