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PlayMaker Help / Get Previous State Name help
« on: October 01, 2016, 08:59:50 PM »
Hi,
I'm trying to do something where I have jumped around in a manager I set up for weapons to a Global Transition state (Menu Active) and when i leave that state I want to jump back to the last weapon used.
I have tried using Get Previous State Name action, that stores this as a string, but am unsure how to proceed from there to make the state flow back into the last weapon used.
Thanks for any help and ideas on this.

2
PlayMaker Help / Get 360 Triggers Action
« on: December 09, 2015, 01:03:22 PM »
Hi I am having a lot of trouble getting the controller triggers on a 360 controller to fire off and event when pressed. I have the get 360 trigger action and get left / right trigger actions also from ecosystem. I think my issue is somewhere between setting them up in the unity input manager and the documentation on the 3rd axis names etc. this page http://wiki.unity3d.com/index.php?title=Xbox360Controller
I'm doing this for Windows BTW with those settings.
I have named new inputs in the input manager to LT and RT and set them to 3rd axis in the button name I am trying to use 9 and 10 however it won't let me input 10 for some reason. I feel kind of lost with this because i'm not 100 sure how to fill out the fields in the input manager to work correctly with the actions, does anyone happen to have a good example of how to set up the input manager to work with these trigger actions?. Thanks for any help:)

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PlayMaker Help / Get Button for sprint on Controller?
« on: August 07, 2015, 04:16:25 PM »
Hey I searched around for info on this but can't find anything yet.

I have a mouse and controller setup for everything I want working (Joystick button 0 etc etc) however I can't seem to figure out how to use playmaker actions to make a character sprint using the Standard Unity FPS controller.

It works by default with mouse and keyboard with "Shift"  but on the controller I am not sure what to enter into the input manager. I tried making a new input called sprint and using a joystick button number but no luck with that. It's probably really easy, thanks for any help on this.

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User Showcase / TekRok VR
« on: July 30, 2015, 02:16:39 AM »
Hey, wanted to show you guys this, made by myself 100% with playmaker.

Love your tools, thank you.
This is for VR only DK2 oculus.

https://www.youtube.com/watch?v=YkJOPIlzSoY

Thanks again for the great intuitive tools to use.

5
PlayMaker Help / Add Explosion Force Falloff Question
« on: June 24, 2015, 10:40:43 AM »
Hi,
I have a 3rd person character run towards a ball, using mouse button down to go to the next state to then add explosion force to "kick" the ball.
It works perfectly the first time. Then I chase after the ball,
The second time it works only slightly and then the 3rd time and after that no reaction at all. Not sure why this is happening?

I have tested with all different settings, different physics materials also for all surfaces and meshes, used add force, explosion, add explosion force etc.. still same result with each combination. A gradual decrease in the power of the force.

Maybe there is another way to do this also?
Thanks for any help.

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PlayMaker Help / [SOLVED]Sticky Mine, best way to do this?
« on: May 28, 2015, 11:02:29 AM »
Hi, I'm putting together some different ways of making a sticky mine projectile and just wondering if anyone can suggest a good way to do this with playmaker. Actions I could use etc.

It's a projectile that is launched from a moving player, hits a moving enemy and appears on the enemy in a fairly accurate location to where it landed if possible and is detonated by the player with a second button press.

So far I am launching the projectile and if it hits an enemy with a certain tag, I just hide it and unhide another projectile prefab that is already hidden on the enemy prefab in random locations. It works fine, but I am sure there is a better way to do this, so that it "looks" more accurate to the hit location.  Thanks for any ideas here.

7
PlayMaker Help / Spawned Prefab workflow question
« on: March 25, 2015, 05:23:35 PM »
Hey,
I've been having an issue with prefabs I am spawning and I think it's mainly user error and I am misunderstanding something in the workflow. Any advice would be great, thank you.

What I am trying to do -
Get a spawned object (Projectile from an enemy) to move towards another moving object (Player) and hit it. Like a seeking missile.

How I am currently doing it -
Created a projectile prefab with a "Move to update" action that should look for the player as well as the player tag.
Create that object from the enemy gun.

Everything spawns in ok but the object always just moves to 0.0.0 in the world (or the origin of the player controllers original position in the world) and doesn't find the player. It does cause damage when it hits though and does everything else it is supposed to do. It just doesn't seem to be tracking and updating with the player movement.

btw this seems to work fine for objects that exist in the scene already, just not any that are created.

That's the very short version. I am just wondering if anyone has a better recommendation for how I could do the exact same thing with a slow moving projectile than can update with player movement.
I'm using unity 4.6.1.
Thanks



8
PlayMaker Help / [SOLVED] Trigger Enter and Separate Layers/Tags Question
« on: December 08, 2014, 03:34:38 PM »
Issue
I have a weapon that animates a beam, that has a collision box at the end bone of the animated mesh. I use that to hit an enemy, enemy takes damage using trigger enter etc.  (PS I am using this over a raycast solution for a couple of other reasons)

This all works fine however my player also has a collision box with it's own setting for taking damage and so on. When my weapon returns it also damages the player. Another issue is that my beam with the collision box also triggers events that I don't want it to.

I have tried setting my enemy assets, event assets and player assets to different layers, different tags etc... but nothing seems to ignore/recognize correctly.

I imagined that layers/tags would be able to define sets of collision that match each other and work together, but I think I must be missing something in the way this should work.

I am wondering if there is a better way to do this through playmaker than the way I have it set up. Thanks for any help and insight.

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PlayMaker Help / Projectile Returning to 000 when spawned
« on: June 13, 2014, 10:39:36 PM »
Hey, first time posting.
This problem has been troubling me for months now and I have attempted everything, so I hope I can find an answer here.

SETUP
I have a prefab object using
Move to Update
with rigid body and FX
Selecting an enemy prefab Game Object to move towards
Spawned from main character biped hand
The projectile "always" moves to 000 when it's spawned.. never to the enemy
I have tried every variation of this and no luck:(

My guess is it's not finding the enemy, so I have tried multiple ways to make sure it;s found  with raycast etc, even using no prefabs and every Game object specif within the level etc..

Any ideas or pointers towards a better way to do this would be amazing.

I also have to say that playmaker is the greatest thing that I have discovered "ever"! Thank you, Thank you so much.. It has opened up a whole world for me that I could not access before. I;ve been working as an artist in the games industry for many years now and had to rely on someone else to help me with the programming side. I've been using playmaker about 6 months now and I'm finding I can make up my own ways of doing complex things that are far beyond what I imagined or what I could ask others to do. You guys are awesome.

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