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Messages - vyn_halcyon

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1
PlayMaker Help / Re: Line Render Positions
« on: May 15, 2016, 04:25:57 AM »
Awesome! (even 120 days later)  :)

Perfect for Lasers  ;D

2
Problem:
Setting something to 0,1,0 on rotation makes it stand straight but turn 1 degrees to the left.

Normally not a big deal, but considering rotations do sometimes "interpolate along the scenic route" that 1 degree on the Y does kinda add up exponentially on each full orbit.

Is it even possible to store a raycast normal hit as a quaternion? if not, is it possible to convert a euler (i.e. RayCastNormalVariable) into a quaternion, without polarizing or ... disnullifying (totally made up that word just now) a set of Euler Vector3's? (I.e. 0,0,0 as opposed to 0,1,0)

3
OMG thanks so much for figuring this out.

Such a specific procedure, yet so very fundamental in a lot of things we do.

4
PlayMaker Help / How do I pass Unity's Dropdown.value to FSM?[SOLVED]
« on: December 16, 2015, 02:34:41 AM »
Hi folks,

I have added a Unity dropdown menu, the tickable options of which return a value (0, 1, 2).

I want to assign each number (representing the dropbox options) a unity.gameobject to activate and disable. Sort of as a toggle.

I.e. ticking a box to make an object appear while making the other 2 objects dissapear.

My plan is to to let the dropdown.value decide which FSM event to send.

I.e.

(pseudocode)
if dropdown.value = 0
activate gameobject Nr. 1
deactivate gameobject Nr. 2
deactivate gameobject Nr. 3

if dropdown.value = 1
activate gameobject Nr. 2
deactivate gameobject Nr. 1
deactivate gameobject Nr. 3

etc.

I can also set the FSM to be "recursive" on the activation, so I can turn it into a toggle.

Anyone know a JavaScript for this sort of thing?

5
Awesome. It worked like a charm.
The problem was I didn't set variables for the X, Y and Z...

And thus I face-palmed so hard, my face collapsed in on itself creating a black hole.
I have a feeling I am going to do that quite often. 

6
Gonna try that.

7
Dear myself,

Try working this into a script and use this in conjunction with Playmaker:

vector3 originalPosition;

function Awake()
{
originalPosition = transform.position;
}


function GoBackToOriginalPosition()
{
transform.position = originalPosition;
}


Yourself Truly,

Vyn Halcyon

8
TLDR;  Which Properties can be set with UnityEngine.Transform variables?

I am creating a scene where a Car is displayed in 3D. The car is parent to many 3D components each interacteable (mouse pick, follow mouse).

Now after picking apart the car, I'd like to right click a component and have it "reset" back to it's original spot, when the car first loaded.

I am currently storing the local transforms of the car components into a UnityEngine.Transform Variable (via Get Transform Action). The variable I call "StartingPosition". 

Now I want to use "Set Property"  to set the transform of a GameObject  with the transform information stored within the "StartingPosition" variable so that the object returns to it's... well: Starting Position. 

Since there is no "Set Transform" action I am trying to figure this out using "SetProperty"

Any idea which property uses which variable for getting and setting local transforms?

9
PlayMaker Help / Percentage via "Add Int" action?
« on: June 12, 2015, 09:40:05 PM »
Can one throw in a " *0.25 " (turn it to 25% of it's overall value) into the "Add Int" slot, and actually have it work?

If not, are there any actions that work with percentages?

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