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Messages - Omninorm

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PlayMaker Help / Re: Do While MouseIsDown
« on: March 15, 2019, 01:26:55 AM »
Thanks for the help.
When adding It asks for collider2D.  I tried using Box Collider 2D and it does not trigger the event on MouseDown

I have obviously also tried clicking for Auto Adding.

PlayMaker Help / Do While MouseIsDown
« on: March 13, 2019, 09:37:35 AM »
I want the Player to continuously add Velocity to an object by holding down a mouse button, and  when lifting off the mouse button, it should stop. I have thought of doing it via a Boolean but this is not working out since I need to continuously check and then Playmaker throws a error.

I then found this but can't seem to find this video

What I'm trying to do is a a rocket that adds velocity as the player presses the mouse and stop it when he doesn't

Any ideas on what seems to be simple, but the continuously adding the velocity is the issue. Obviously making it register a set velocity each time you click works fine.

PlayMaker Bug Reporting / Re: TargetPro is now TriggerEventPro!!
« on: March 07, 2017, 04:38:09 AM »

 I am really sorry about that, it completely went off my radar.

 I would get in touch with the publisher and ask if you can get a previous version, on that works with this package.

 I double checked and indeed everything has changed, so nothing from this PlayMaker support package is compatible with the new TriggerEventPro unfortunatly.

 I removed from the add on listing the page, so that there is no more confusion.



Oh no. :(
Maybe a refund is better then :-/ only reson I bought it is becasue I thought it would work with playmaker.

Let me know - thanks Jean

PlayMaker Bug Reporting / Re: TargetPro is now TriggerEventPro!!
« on: March 06, 2017, 12:33:36 PM »
Hi guys...
Searched and found this old thread also seemingly asking for help on this...

Bought TargetPro as per suggestion here.

Imported it and now have a bunch of errors.

Any ideas?

Work In Progress... / Re: Turn based - Front Mission style
« on: December 09, 2016, 07:20:38 AM »
Looking good so far! Keep it up.

Official Action Updates / Re: Pathfinding Actions Beta
« on: December 08, 2016, 02:46:56 AM »
Thanks for the explanation Jean. it helps giving insight into decision making. When you put it the way you did it makes 100% sense.

Using Ecosystem is actually fine. It's just that one never knows if it's deprecated  floating around on a website and not included in Ecosystem. But anyway, good to know.

Thanks again.

Official Action Updates / Re: Pathfinding Actions Beta
« on: December 07, 2016, 03:32:30 AM »
I know this is old but I kinda have the same observation as the previous poster.
I was looking at Navmesh and pathfinding actions and found none. Then used Ecosystem browser to find Pathfinding actions and added them.

What are the reasoning behind not including these in the current Playmaker for Unity 5.4 since it's now not a matter of it being only a Pro feature?
It's obviously somethign a lot of people are searching for info / answers esp if you look that this thread has over 24 000 views.

PlayMaker Help / Re: how to create shooting bullets?
« on: December 05, 2016, 03:00:07 PM »
Add an "Add Force"  Action to the bullet object you are spawning. Set the direction you want it to go towards and select the type of force. I.e Impulse. Set the action to happen at every frame.
Now spawn an instance of that bullet everytime you click or you can check it on mouse down / key down etc.

PlayMaker Help / Re: How to create reverse cemera like camera follow?
« on: November 23, 2016, 03:14:36 PM »
You could also set up and parent 3 different cameras and switch between them within your car object.
So on car model create new camera. Set the camera where you want it in Editor.
Then with playmaker set it to switch to the cameras with whatever method you want to use. I.e press button 1, 2 or 3

PlayMaker Help / Re: clic bad place
« on: November 23, 2016, 03:10:26 PM »
Are you working on a Mac?

User Showcase / Re: My Summer Car (Win, PC)
« on: November 23, 2016, 01:54:55 PM »
All with Playmaker?

Amazing work man. I had to smile at th valve adjustments etc. Make me think of my old VW Buggy I had :D

PlayMaker Help / Re: On Collision Enter Does not work!
« on: November 09, 2016, 11:54:58 AM »
Did you ever get this to work?
Following some tutorials on Collision Enter and mine doesnt work like that.

I'm trying to send an Collision event to another FSM. If I just use it with a mouse click the rest of the events / states fire correctly.
If I add the Collision Enter ... it just stays in this state.
I've added Rigidbodies to the Objects.

Basically what I'm trying to do is destroy a bullet clone on contact with a rigidbody and then deduct health from the enemy if it is the object that is hit.
I can't get the bullets to recognize anything w.r.t Collision Event.

PlayMaker Help / Re: Is it ok to have multiple FSM's?
« on: November 03, 2016, 02:41:11 AM »
Yeah, I'm starting to also realize this. I'm starting to make use of the comments a lot more now since if you get into something else and go back it can become a bit of an issue to understand exactly what you did again. :)

PlayMaker Help / Re: Is it ok to have multiple FSM's?
« on: November 02, 2016, 06:21:09 AM »
Great tip! Thanks, Will start using colors as well, although so far it's still very basic compared to yours.

PlayMaker Help / Is it ok to have multiple FSM's?
« on: November 02, 2016, 04:50:51 AM »
I know one can put multiple FSM's on a GameObject but how many is ok? I mean, is this a good way of doing it if one takes into consideration performance?

I often find it's the best way of keeping things organized.

For instance I have now one FSM that handles the Animations. Then another that handles the actual movement vectors for those animations and the transform/movement of the charachters (No root animation) and yet another that rotates the character based on the direction the player is going. i.e if he presses down the character flips 180 degrees down.

Just wondering if this is ok?

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