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Messages - Roger Lee

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1
Hi.
Maybe this video can help. it does not use particles but it does set the decal in the right rotation so you could also use this for the particle :


Editing the Create Object action works flawlessly so no need for any other solutions, but thanks for the info.

Also each particle and hole spawned has it's own clean up script, so no problems there.  Ammo is limited in this project, so garbage won't be an issue.

Thanks for the responses, but I'm just offering this solution to others, my issue was solved in the original post.  I'm assuming this is the way the action was suppose to work in the first place.  Why else would they put a rotation field that doesn't do anything?

2
I've been working on a firearm system and have been pulling my hair out trying to get a bullet impact particle system to orient properly using the Create Object action.  You would think that the spawn rotation could be accomplished by just simply providing the hit normal in this action.  I doesn't work.  I've read old posts on here about these long drawn out processes using many actions just to simply align the created object.

I found the solution to make it work as I think it was intended.

Make this simple edit in the Create Object script and your particle systems and bullet hole sprites will align perfectly to the surface they hit.  (assuming you supply it with the hit normal from your raycast.)

Approx location is line 95 in the script.  Replace the RED with the GREEN and all is good.


(old)  var newObject = (GameObject)Object.Instantiate(go, spawnPosition, Quaternion.Euler(spawnRotation));
            
(new) var newObject = (GameObject)Object.Instantiate(go, spawnPosition, Quaternion.LookRotation(spawnRotation));

3
PlayMaker Announcements / Re: Keyboard Shortcuts
« on: October 29, 2019, 04:59:44 PM »
I'd like some shortcuts for the debugger (play, pause and next event/frame).  When you have FSM's that are populating arrays at the beginning, it's frustrating having to click the next button each loop, especially when each time you click the mouse pointer moves to the other side of the screen!!

4
Share New Actions / Float Round Down Action
« on: July 03, 2016, 04:32:13 PM »
This is a variation of the FloatRound Playmaker action that only rounds down instead of to nearest.

Unity's rotation system is flawed because it uses 0-360 instead of 0-359.  0 and 360 are the same number on a full rotation scale.  Float Clamping between 0-359 causes a 1/2 degree inaccuracy because 0 only gets to .501 before rounding to 1 and there is no rounding from 359 up to 0.  Therefore 0 never gets a full degree for display.

To make a long story short, I needed a proper system to display angles for a submarine periscope.  This 1/2 degree inaccuracy can cause a torpedo shot at 3500 meters to off by 10's of meters.  By rounding the floats 0-359 down, 0 gets back its full 1 degree of range.  Then it was just a matter of calibrating the periscope plus 1/2 degree.

Anyway, I thought someone might find this useful.


5
Share New Actions / Re: Timesaver: Is GameObject Within Range
« on: July 03, 2016, 03:02:52 PM »
Saves a step or two, thanks!!

6
Share New Actions / Re: Key / String Actions
« on: June 22, 2016, 08:11:02 PM »
Nice, thanks!!  I've been looking for a simple system to bypass Unity's input manager.  This will do perfectly.

7
PlayMaker Help / Re: Instantiate prefab with force
« on: June 11, 2016, 04:39:24 PM »
When your cannon ball spawns it should do so with the same x,y,z orientation as the object it's spawning on.  it's just a matter of adding the force in the correct orientation.

Z+ is usually the preferred axis for forward movement.  I see from your pic your force is going in the Y axis.  You can modify the rotation at spawn by opening up the "rotation" section of the create object action.

Below is a pic of the deck cannon system on my submarine.  It doesn't need any special rotation because the cannon bore is oriented with Z pointing forward just like my cannon shell.



8
PlayMaker Tips & Tricks / Re: PlayMaker stats
« on: June 11, 2016, 04:27:10 PM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)

UPDATE:

FSMs: 292
States: 1237
Local Variables: 494
Local Events: 904
Global Events: 0
Global Variables: 42

This thing is on track to have 1000+ FSM's!!

9
You probably need to be a little more specific about your issue.  I'm assuming it's deeper than just using the "Convert String to Int" action?

10
Share New Actions / Re: Set VSyncCount
« on: March 26, 2016, 03:29:32 PM »
I know this topic is old, but I just wanted to report an error in this action.

The || operators in the error reporting IF statement should be &&'s.

All three should be true before the error, not just one.  I fixed it and it works right now.

Thanks for the action!!

11
PlayMaker Tips & Tricks / Re: PlayMaker stats
« on: February 14, 2016, 08:30:59 AM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)

12
Pre-release Discussion / Re: Is this feature possible in the future?
« on: January 03, 2016, 04:11:31 PM »
You can also use the Selection Toolbar popup to quickly select FSMs on a GameObject:
https://hutonggames.fogbugz.com/default.asp?W138



Yeah I will just have to train myself not to immediately go to the inspector.  I may find that difficult to do   :)

13
Pre-release Discussion / Re: Is this feature possible in the future?
« on: December 20, 2015, 12:47:58 PM »
Thanks Alex.  Anyway to quickly identify the FSM name would be a great addition.   

I'll keep the faith alive...  :)

14
Pre-release Discussion / Is this feature possible in the future?
« on: December 20, 2015, 07:58:37 AM »
Hi,

I love Playmaker, but there is one little thing that still makes it cumbersome for me.  Would it be possible in a future update to be able to see the name of the FSM, in the inspector, while all the components for a game object are minimized?

It's very cumbersome when you have many FSM's on a game object to figure out which FSM to roll out for editing. Even a simple tool tip over an FSM would be great.


I have attached a pic to illustrate how you can't tell what is what at times.

15
PlayMaker Bug Reporting / Re: 5.3 Playmaker Welcome Window woes
« on: December 20, 2015, 07:47:14 AM »
So actually you can't just delete PlayMakerWelcomeWindow.cs without errors.

Instead replace it with the attached file.

Thank you Alex, that worked perfectly!!

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