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Messages - justifun

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Playmaker Help / Re: Unparent a gameobject [SOLVED]
« on: November 23, 2017, 12:05:56 AM »
I tried doing this, but as soon as i unparent the object, it flies off to some other place in space.  Any ideas?

Playmaker Help / Re: 3rd Person Character Movement
« on: April 07, 2015, 03:09:03 PM »
This video is over 3 years old now, there's probably a better way to do it. Have you tried the camera tutorials here?

Share New Actions / Re: Rewired (polling) Actions
« on: March 31, 2015, 04:11:42 PM »
Am i correct in assuming that when you want to test if a button as been pressed you need to use the "Rewired Get Button Down" action, then store the value as a bool, then use a "Bool Test" to send it to the next event?

Would it be possible to adjust the action so that it functions similar to the way a normal "get button down" action works where you can specify the event to go to when it occurs?

Playmaker Help / Re: Playmaker and Rewired
« on: March 30, 2015, 01:03:00 PM »
I'd love to see support for it.  Has anyone written any actions?

Playmaker Help / Re: Global GameObject variable
« on: February 27, 2015, 02:19:03 AM »
It appears that your object prefab link is broken (as indicated by the fact that the text is brown in your hierarchy tab.

I'm guessing this is probably just a unity thing that im not understanding, but none the less.

I'm trying to create an object variable, specifying the Unityengine.RecTransform
and i'm attempting to drag the Rec Transform component from the slider object in my scene into that field.  It works, but only when the main object that has the variable in it is not a prefab object.

i've tried making the slider object a prefab as well, but that doenst seem to work either.

Whenever I save and reload the project this link disappears and i cant figure out how to specify a unique game object component at runtime.

So how do you target a specific component, or popular the variable default value properly?


Share New Actions / Re: uSequencer Events!
« on: February 20, 2015, 10:41:42 AM »
Ok i think i have it all up and running with the free trial version now.

Question for you with the playmaker actions.  I'm attempting to add a "Send Event" action on the Event Timeline.  I clicked it and specified the name of the event in the "Event Name" Field.  But it doesnt seem to trigger any events in playmaker (i tried a global one and a local one.

Is the idea that as soon as it hits the send event section of the timeline that it either branches off a matching named event at the current state the object is in?

Did i miss another field i need to fill out?

Also is there a way to send an event on a different object? or does it only work with whichever sequence the current object is part of?


Share New Actions / Re: uSequencer Events!
« on: February 19, 2015, 11:37:11 AM »
Just tried these actions out with the free version of usequencer and got this error

Assets/uSequencer/Third Party Packages/PlayMaker/USPlayMakerSendEvent.cs(6,37): error CS0246: The type or namespace name `USEventBase' could not be found. Are you missing a using directive or an assembly reference?

Playmaker Help / Re: InControl: TouchButton with Playmaker?
« on: February 07, 2015, 11:59:51 AM »
Were you ever able to get incontrol working?  thinking of picking it up....

User Showcase / Re: Disaster Tactics: Part 1 - 1GAM 12/14
« on: February 06, 2015, 07:34:38 PM »
Did you ever come up with a solution to handling multiple simultaneous players with incontrol?  Any fancy template you could share?

Playmaker Help / Re: examples of organizing complex projects?
« on: February 04, 2015, 03:39:33 PM »
Thanks Lane!

This is exactly the kind of thing I was looking for.  Ill check out the Run FSM feature.

Playmaker Help / Re: examples of organizing complex projects?
« on: February 03, 2015, 04:54:07 PM »
FSM management, separating mechanics intelligently, organizing tons of variables etc.

I remember a long time ago someone talking about creating "managers" that handle all FSMs related to a specific mechanic, and all other FSMs would refer to that instead of having the same FSM in each object.  Useful stuff like that.

Jean referred to something once that he does where he keeps all of his variables in a data store?  sounded useful, but not sure what he meant by that. 

basically any tips for the best ways to keep things organized.

Playmaker Help / examples of organizing complex projects?
« on: February 03, 2015, 02:25:17 PM »
Does anyone have any good examples or videos of how good practices for organizing larger more complex games using playmaker?

Playmaker Help / Re: Rotate parent without rotating child?
« on: February 03, 2015, 09:54:35 AM »
if you really must have things setup that way, you can store the initial position of the child object in world space, then every frame, set its position back to that while the parent is rotating.  It might look a bit jerky though.

Share New Actions / Re: Tidy Tile Mapper
« on: January 30, 2015, 03:19:18 PM »
I've been playing around with these actions but am having no luck getting the blocks to appear / disappear based on a players position.

Here's what i've tried.

I have a character that can move around a top down map.

I'm storing his X and Y as INT's then using the "Tidy Tile Mapper Get Mathematical Position" to determine which block he's standing in (PlayerBoxLocationX and Y)

Then upon a keypress i switch to a state that has the action " TIdy Tile Mapper Add Block to Map"

Map game object: "Testmap" (the map object in my scene)
Block Game Object : TT_Standard_Bottom
Randomize: Unchecked
Refresh Upon Addition: Checked
X: PlayerBoxLocationX variable
Y: PlayerBoxLocationY variable
Depth: 0
Destroy Existing Immediately: Unchecked
Add Empty When Null: Unchecked.

I'm expecting that it should create a box at the location where the player is standing, but nothing happens.

same goes with trying to remove and existing box using the Remove Block from Map action.

What am i doing wrong?


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