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Topics - jalex19

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PlayMaker Help / "Get Owner" Command in C#?
« on: November 09, 2012, 08:35:01 AM »
Disclaimer: This is regarding taking some functionality from Playmaker and trying to do it in code (C#)

I am trying to emulate the Get Owner command in C# - my use case is as follows : The player uses a resource node, which upon being used does a "Get Owner" and stores its gameObject as a Global PM Variable: UsedResource - it then sends a message back to the player telling it to open a menu with a progress bar. When the progress bar is finished it sends a message back to UsedResource telling it to destroy itself.

This works fine in playmaker, but for various reasons I want to figure out how to do this in code. Chiefly, I want to identify an instance of a prefab so I can specifically message it back later. Also I'd like this to eventually be multiplayer friendly - so I've heard using static variables is not a good idea?

Any help appreciated, thanks


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PlayMaker Help / Organizing Variables / Events
« on: May 02, 2012, 11:03:12 AM »
I'm wondering if there's an easy way in playmaker to organize custom variables and events. Currently my global variable list looks like the picture below. Organizing it by alphabetical order would be awesome.

Also when I'm selecting an event transition the number of events on my screen I can choose is kind of mind boggling at this point. Is there a way we can tier these off into a drilldown or folder structure?

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PlayMaker Help / [SOLVED] Drawing a dynamic line
« on: April 12, 2012, 05:07:16 PM »
I've got most of the mechanics of my Gold Miner varient set up. However, I'm looking for a good solution to draw a line between my base and my hook when I shoot, similar to this(playable demo half way down the page):

http://www.emanueleferonato.com/2008/10/04/create-a-flash-game-like-gold-miner/

Currently I am using an object attached to my hook and scaling it up (itween scale to) at the same rate that the hook translates  (itween move by) away from the base - however this is a bit clunky and the line sort of "stutters" a bit as the scale and the distance are updating independently (though theoretically at an identical rate).

It seems like there should be a cleaner solution to this, that would update seamlessly. Ideally I'd like to do this with something I could texture, but I'd settle for a line that I could just color.

Any info is appreciated!

Thanks!

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So I store all of my "levels" currently in one scene, under different game objects (ex. Level 1, Level 2, etc) with children, and use FSMs to call them up, and disable them when done. My problem is if the player goes back to try and play an older level, nothing is reset!

I read the topic here: http://hutonggames.com/playmakerforum/index.php?topic=1014.0 talking about loading new scenes, but I don't think that's what I want here, since I would like to do this all within one scene if possible.

I'd like to know how to reset one of these parent game objects and all of their children to the point where they existed at runtime (transforms all reverted, destroyed objects re-created etc).

This might be more of a general unity question because I'm not even sure if it's possible to do this - but I hope so, because it would seem inefficient to have to make a new scene for each level, when the assets do not change much at all.

I am making great progress so far with playmaker in making my little game in the few hours of spare time that I have, and I very much appreciate the community help here!

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PlayMaker Help / Prefabs not updating within states [SOLVED]
« on: April 03, 2012, 07:08:15 AM »
I notice that if I update a prefab object with new states, my prefab references in the scene will also update with the new states - this is cool.

However if I change a value within that state in the prefab object, the prefab references will not update this value - this is not cool.

What can I do to fix this, or is this a known issue?

Thanks!

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I'm using an Int Switch to route my levels within my Level Manager Game Object, in the action node it allows me to Send and Event. Can I do this globally within that action? I want to send a signal to my Level 2 Game Object when it's time to activate, but it seems like I now have to send the event to my Level Manager, and have yet another state whose sole purpose is to send that same Event targeted to my Level 2 Game Object. This seems inefficient to me?

Let me know if I'm doing something wrong or could be doing this simpler! Thanks!

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PlayMaker Help / Simple Score System [SOLVED]
« on: March 27, 2012, 11:52:37 AM »
So warning this is a bit n00bish but I'm mainly looking for how to get started putting a basic score system together using playmaker.

What I'm looking for at a high level:

An integer display somewhere on the screen (let's say upper right) that reads in from a variable.

A way to increment this variable using various game objects (Say I can collect 3 types of boxes: Red, Blue and Green - I would like for these objects to fire off an action (probably global?) that increments the variable by a set amount.

Eventually I'd like to learn how to save these variables across levels etc but for now this would be a good start. I've tried searching the forums and tuts but I didn't see something that would directly apply, and if so it wasn't immediately obvious - sorry!

I appreciate any help!

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PlayMaker Help / Set Parent action deforming mesh? [SOLVED]
« on: March 24, 2012, 07:25:40 AM »
I'm prototyping a simple game  similar to Gold Miner: http://www.mofunzone.com/online_games/goldminer.shtml

where you pick up "crates" with a "hook" that rotates at the top of the screen - upon clicking on the hook it shoots down and grabs any crate in its path and brings it back up.

I have an FSM on the crate to look if its been collided with (the hook has a rigid body, crate is just using a box collider), at which point it will use a Set Parent action and make the hook its parent, and retract.

This works for the most part, however if the hook hits it at any kind of oblique angle, the crate's mesh will deform into a rhombus, and I have no idea why. (The more oblique the angle of contact the more severe the deformation) Ideally I would like to rotate the crate to the normal of the hooks surface, but I don't want any mesh deformation!

Anybody have advice? I can provide pictures if needed when I get my website up and running again.

Thanks!

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