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Messages - krmko

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PlayMaker Help / Re: Make money with Playmaker?
« on: July 21, 2019, 02:33:04 PM »
Do companies hire Playmaker coders? Could I get contract work from a game company to make FSM's? Anyone know if thats a thing?

No. I've been searching for months, and nobody needs Playmaker designers. Either you code or land a job/gig (which is not hard, just boring and slow compared to Playmaker), or you make your own game/company.

I can't really find legit reasons except two. C# will always be there, and Playmaker, who knows? The other is version control which has been discussed multiple times on the forums.

PlayMaker Help / Re: How to add a line break via build string action
« on: June 17, 2019, 09:49:43 PM »
Thanks, i'll check it out :)

Hi guys, is this even possible? I need to put the break in the built string so i can display it in multiple lines via textmeshpro.

Hi guys,

the title is self explanatory, i'm trying to attach the object at the point of impact with the collider of another object, but whatever setting or combination of settings i use (world position stays, reset local position) child ends up childed at the center of the parent object.

Is it a faulty action or am i missing something?

EDIT: I solved it by geting the position before the impact and seting the world position after the parenting so it looks and works good, but action should definitely be looked into, world position stays doesn't work.

PlayMaker Tips & Tricks / Re: Nested Prefabs
« on: June 07, 2019, 08:19:38 AM »
Yeah, auto save is shit, i don't see the point of saving every time to click the button.

Feature Requests / Re: public private fsm variables
« on: June 03, 2019, 06:56:36 AM »
I agree with Jean on this one, it kinda beats the simplicity of Playmaker, but it can be something that could be enabled in the preferences, a dropdown that enables you to set the variable as public or private (defualt would be public when the option is turned off).

The only problem i see in that approach is what happens to variables set as private/public one you turn off that preference.

PlayMaker Help / Re: It's shaking indefinitely, how to smooth it up?
« on: June 03, 2019, 01:28:43 AM »
Is he supposed to move smoothly from square to square or just change position?

Got it the simple way. Get position, look at with 180 degree offset in the next state, loop.

Dude, avoid get/set property and call method actions like plague, they'll screw you sooner or later.  It's a simple method, i can write you an action for it, just wait a day or two, i'm smashed from the work week :P

Or maybe simply rotate towards last frame position but in opposite direction, hmmm.

I was just wondering, if i get the current position and last frame position, and subtract current from last frame position i should be getting the vector that shows the missile's heading. How can i apply that vector to the rotation of the child object?

PlayMaker Help / Re: Performing an Action
« on: May 31, 2019, 02:57:48 AM »
I don't understand what you want to do. Do you have a video example?

Hi all,

i'm trying to find a solution for rotating some missiles towards direction.

After they're being fired they are moved using translate with no set target. I'm not using velocity so i can't get the direction with velocity data (it's 0,0 since i'm translating the missiles), and i don't know how can i get the direction every frame to apply the rotation by using some other method.

All ideas except "move them using velocity" are welcome  ;D

Edit: of course, the child will be rotating so it doesn't affect the movement.

I sorted it out by changing the system altogether (by using tag count), since i'm knee deep and i can't afford to switch to array again to try putting in the next frame for test sake. I'll be probably using more array lists in the future so i'll keep this in my sights.

PlayMaker Help / Re: How to instantiate a Game Object ?
« on: May 27, 2019, 05:10:43 AM »
Really depends on the size of the world, number of cubes and visibility distance. I presume he uses raycasts ot detect where the cube will be placed and the instantiates them, which is a no-no, only spawning. Chuck solution seems the best, chunk activates on distance from player, doesn't need to be anything more dynamic than that.

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