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Messages - Doh

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1
PlayMaker Help / Re: Boolean operations?
« on: April 24, 2019, 10:25:52 AM »
The shader will need to be adjusted/rewritten if it wasn't made specifically for the LWRP.

2
You may have some luck with "Set Layer".

You could create a layer called something like "spawn layer" and another maybe "player". Using the collision matrix make it so "spawn layer" cannot collide with itself. Make it so "spawn layer" is their initial layer.

You could place a trigger at the spawn location with an FSM that does something like: "on trigger" exit - "set layer" "player" or if you want to do it by distance that could be done too using "float compare" with "get distance".

You could still run into a problem where two players get to the required distance at the same position and end up colliding early, though you could use "check sphere" at the player's location to make sure they're alone first.

3
PlayMaker Help / Re: Inlaid Camera ?
« on: April 09, 2019, 05:11:01 AM »
You might get the effect you're looking for using a render texture.

4

Hi, thanks for your reply! So I just bought Chronos and tried to stop one of my animator. However, the animator keeps playing even when I pause the clock(Root). Is there anything that I'm missing?
I already questioned this to Chronos forum but came here as well just in case!

I looked into that asset a while back, I got the impression you need to add a component to each game object that is to be slowed down, I think the components may even be specific to things like animator, rigidbody etc. However I only have a vague recollection of what I'd read, I'd read the documents that came with it for now.

5
PlayMaker Help / Re: List Game Objects Inside Collider not saving list
« on: March 21, 2019, 10:37:48 AM »
It should work as long as you have input the correct data and variables into the action.

It sounds like you may be overwriting or deleting them if they're disappearing. Difficult to tell though without more information or images of the setup.

6
Have you made doubly sure that all of your variables are pointing to the right places? Correct recipient game object? Correct arraymaker reference? Maybe try removing the name from the actual array if it's the only arraylist on that object (this would remove potential manual input error from this scenario).

Could you perhaps have an FSM on the game object that holds the array containing the action in question? Then send an event to that FSM from the one shown in the picture? (my thinking being that it may not give you the error as the action would be onboard the object with the arraylist)

As another work around you could cycle through the array, getting each item one at a time and sending an event to each object manually. You could also do this with a normal Playmaker array, maybe a global array so that it's simpler to access.

If none of this would work in your situation then please provide images of everything involved, including each relevant tab (variables, events...).

7
Under the events tab, have you checked the box that turns the event into a global event?

8
PlayMaker Help / Re: Angular Velocity or Torque with offset.
« on: March 18, 2019, 08:45:06 AM »
I picked up one that cost around $5 a while ago, it works very nicely, I will likely use it in the end but it'd be a bit annoying that I had to use someone else's solution. Not to mention having a cluttered project and things are never quite fit for my purpose, I find.

I managed to get a more dynamic solution built a while back, that involved a spline to create the mesh and also provide the direction to apply the force, however I couldn't (with my awful understanding of math) prevent the rigidbodies from drifting off to one side eventually. It was a shame as I could do figure of eights with an under/overpass section or any shape I could throw together.

Thanks again though! Your input has stopped me obsessing over this.

9
PlayMaker Help / Re: Angular Velocity or Torque with offset.
« on: March 12, 2019, 05:44:26 AM »
Thanks for the explanation Jean, I think my wording and certainly the image have been a bit confusing though. The situation is not quite like a planetary body orbiting a central mass.

I'm revisiting an old setup I had for a conveyor system, due to odd behavior as the rigidbody objects transition from one piece of conveyor to the next, specifically straight pieces to corner pieces and visa-versa. The straight sections use a set velocity to move all of the rigidbodies along the surface of the belt, then corners are very hacky, they parent each rigidbody to a rotating empty game object. The main issue is the velocity applied on the straight sections is not taken into consideration as they are transitioning to the corner section, there is a momentary unwanted acceleration as the force stacks on top of the rotating empty.

So it's a situation where the orbit is only ever around the Y axis. The rigidbodies must be fully active to be able to be knocked around by other forces, colliders and each other.

I'll see what I can do with joints, but I have a feeling that may get a bit messy in some situations.

10
PlayMaker Help / Re: Trail Color change
« on: March 11, 2019, 12:42:46 PM »
Now that's pretty snazzy!

11
PlayMaker Help / Re: Character/Squad Selection Setup
« on: March 11, 2019, 12:35:47 PM »
I'd probably have a manager scene that is always loaded, then have an FSM within that scene that holds a global array, in that array I'd store the current selection of characters, then when the actual arena level is loaded I'd have an FSM in the arena level that checks the global character array on start and loads each character into its starting position.

12
PlayMaker Help / Angular Velocity or Torque with offset.
« on: March 11, 2019, 09:42:51 AM »
Hey, I was wondering if anyone knows how I might go about creating an orbit-like effect. I'm not looking to create a new center of gravity at all, just something like the "Rotate Around" action but using rigidbody physics. I've included an image to illustrate what I mean.

13
PlayMaker Help / Re: Trail Color change
« on: March 09, 2019, 06:49:39 AM »
Sorry I didn't consider that, I actually looked for the same answer a while back and was told that Playmaker doesn't support gradients. I'm pretty sure I've used gradients on particles, but just to setup a black and white gradient, then I think I've controlled an overall tint through the material assigned to the particle. You may be able to go down that route. Best of luck with it!

14
PlayMaker Help / Re: Trail Color change
« on: March 08, 2019, 06:36:04 AM »
Absolutely, you could do it a few ways including through the use of the "set material color" action. If you select the shader you want to use so that you can view its keywords in the inspector window, use that keyword in the "named color" part of the action, once that state is active it will change it to the colour you set. For example the particle shader I'm currently looking at has a "tint color" setting, the keyword for this would be "_TintColor".

15
PlayMaker Help / Re: Dual actions, really struggling
« on: February 28, 2019, 09:13:05 AM »
This is how I set up FSMs that do nothing on start but do something on receiving an event. In the image I've included you can see the second state has a global transition event called "ACTIVATE" which another FSM will send.

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