Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Aaddiction

Pages: [1] 2 3 4
I have object A that I want to set as child to a prefab that I'm spawning at runtime using the set parent action.

However, Unity is not allowing that: "Setting the parent of a transform which resides in a Prefab Asset is disabled to prevent data corruption".

How to achieve the above without set parent action?

I have a grid with spawn points from 1 to 9.

I have a player car and AI cars. I'd like to spawn the player car and the AI cars on those spawn points in random order without repeating or overlapping. Any ideas how to approach that?

Thank you!

PlayMaker Help / Help with string/float formatting
« on: May 11, 2020, 12:27:00 PM »

I'm making a time manager that measures the difference between two time intervals. Best race lap time vs current lap time. So the time float is sometimes positive and sometimes negative.

When it's negative and I format the float with "{2:D2}:{3:D2}:{4:D3}" it shows 00m:-3s:-5ms. I want the minus (-) to be only in front when converting to string. Example: - 00:03:05, and not 00:-03:-05.

How to do that, I guess format or build string?

I'd like to ask for the best approach in the following case.

From state state 1 I want to go to state 2 but only if I have a string with the name "string1" and float that is over "800". Basically && in C#.

How to do that in Playmaker in a single state and combine a string and a float?
To do this:

Code: [Select]
if(x == z && y == z){
     //Do something


I'd like to set a variable on a script attached to a game object that is instantiated at runtime. How to do that? It's easy if I have the object at the scene and it's only one object, but I want to be able to set a script on a different object with the same FSM.

car1 - prefab with script name "car engine" with tag "car"
car2 - prefab with script name "car engine" with tag "car"
car3 - prefab with script name "car engine" with tag "car"

If I drag the "car engine" script from car1, which I put in the scene to an FSM called "car throttle" I can easily set the car throttle variable at run time for this car1.

But I want to access this car throttle variable to the other cars as well with single FSM in the scene.

So I want to do the following:

1. Find game object with tag "car".
2. Store it in a player-car game object.
3. Set car throttle variable in the player car game object in the script "car engine".

How to do point 3 at runtime, given that I can choose any car?

Thank you!

PlayMaker Help / Change value of different GO from single UI button
« on: March 23, 2020, 01:24:43 PM »
I have a list of cars and I want to be able to upgrade components of those cars. Let's say power.

What would be the best approach to do that where we have one button called "power up" and we want to upgrade the only the current active car in the hierarchy list.

Thank you.

Official Action Updates / Playmaker NGUI warning[SOLVED]
« on: September 22, 2019, 05:13:25 PM »
I'm using the NGUI addon and I get this warning in all the projects. Would it be please possible to help with cleaning it?

Code: [Select]
Assets\PlayMaker NGUI\Scripts\Editor\NGuiEventsToPlaymakerFsmEventsInspector.cs(72,3): warning CS0618: 'EditorGUIUtility.LookLikeControls()' is obsolete: 'LookLikeControls and LookLikeInspector modes are deprecated.Use EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth to control label and field widths.'

Work In Progress... / [GooglePlay] Tap Rocket Launcher
« on: September 18, 2019, 06:13:51 AM »
Hi all,

I'll be happy if you share your feedback on a non-incremental tap game.
I would categorize it as "action tap".

Active during BETA
For unlimited money cheat just open settings and tap the settings icon at the top 10 times. You will hear a sound confirmation.

I might be in the wrong here and just had a dream about it, but I think there was an option in playmaker to see what is the value or a given variable changed during playmode state window of playmaker.

For example I am adding 1 to an int and I want to see the value of this int in the same window, just as a log info, instead of going to the global variables tab and search for this specific int.

Is that possible?

PlayMaker Bug Reporting / Set number of action slots not working
« on: July 26, 2019, 12:41:21 PM »
Sorry for the confusing title, but here's the issue - events where you can set number or slots for variables is not working when you click enter, you need to click on or out of the action instead.

Example: send random event - the events field is 3 by default, if I want to set it to 5 I can't by typing 5 and pressing enter. Instead, I need to type 5 and click away or on the action name with the mouse. Then I get the 5 slots for random events.

Happened when updated from Unity 5 to Unity 2018.

PlayMaker Help / Chance of success logic from percentage.
« on: July 21, 2019, 06:21:06 AM »
Could somebody steer me in the right direction how to do the following.

We have a chance of success between 1% and 99%. How to make in PM that the higher the percentage the higher the chance of success and vice versa?

Feature Requests / State groups in FSM
« on: July 19, 2019, 04:20:11 PM »
Sorry if there is already such feature, but I can't seem to find it.

Can we please be able to group different states in a single FSM?

Like here:

PlayMaker Help / Fake car gearbox with Playmaker
« on: December 01, 2018, 04:19:57 AM »
Hi all,

I'm trying to create a car gearbox with engine RPM, Gear Ratios, Final Ratio and Speed of wheels.

I don't want it to be physics based, but pure mathematical formula/correlation.
I'd like to have the following values:

Code: [Select]
RPM = 1000 to 8000 (rpm)
Engine Power = multiplier of the rpm per second (curve based)
Gears = 6 (number of gears)
Gear Ration = 2 (1st); 1.8 (2nd); 1.6 (3rd)...
Final Ratio = 1.5 (fr)
Speed = fixed value based on the RPM x Gear Ratio x Final Ratio

First what should be the math formula I need to use and how to translate it into movement?

Code: [Select]
(RPM x engine power (curve value)) x GR x FR = Speed (float) => translate object
How to shift from gear to gear so it's synchronized with the speed, and how to simulate that with higher speed and gear the rpm multiplier to be less?

Lot's of questions, but would appreciate if you give me the right direction.

Action Requests / Activate Multiple Game Objects.
« on: April 30, 2017, 09:10:46 AM »
There was such action long ago, but I can't find it and don't know if it still works.
Very often I need to activate multiple game objects and the only way to do it is with multiple Activate Game Object actions.

Is there an action for activating/de-activating multiple game objects please?

Thank you.

User Showcase / Invicta Beam (PC)
« on: March 31, 2017, 07:40:12 AM »
If it wasn't for Playmaker, the game would've taken twice as long to make. Simple as that. Used mainly for the game logic.

Pages: [1] 2 3 4