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Messages - henk

Pages: [1] 2
1
PlayMaker Help / Re: Activate Game Object
« on: July 28, 2011, 04:29:22 PM »
Thanks for the help! It worked.  :)

2
PlayMaker Help / Re: Playmaker 1.1and Unity 3.4
« on: July 27, 2011, 08:42:56 PM »
It seems to be working okay for me - no errors so far.

3
PlayMaker Help / Activate Game Object
« on: July 25, 2011, 11:24:28 AM »
I'm using the "Activate Game Object" action script - it works... I'm able to de-activate an object and all of its children. The problem is that I can't seem to re-activate the game object after I've deactivated it.

Here's what I've tried:
Adding a wait for one second action and checking the "Reset On Exit" checkbox on the "Activate Game Object" action.

I've also tried:
A transition, on FINISH, to a new state that has the "Activate Game Object" action with the "Active" box checked.

Neither of these work.

Any Ideas?

Thanks,
Henk

4
PlayMaker Help / Re: My Ball is not blowing up!?!
« on: July 22, 2011, 11:20:13 AM »
Thanks Alex - I got it to work. Here's a tutorial on what I learned: http://hutonggames.com/playmakerforum/index.php?topic=471.0

5
PlayMaker Tutorials / Throw Grenade Variation
« on: July 22, 2011, 11:18:10 AM »
I really liked the scene that ships with Playmaker called "Throw Grenade" I wanted to modify it so that the ball explodes on impact rather than when the timer runs out. Here's a video on how I did it.

http://tiny.ly/8zvl

6
PlayMaker Help / Re: My Ball is not blowing up!?!
« on: July 21, 2011, 06:46:12 PM »
Here are some screen grabs of what the set up looks like.

BTW... I'm looking to hire someone to train me on stuff like this. Email me if you are interested. henk@d3d.com



7
PlayMaker Help / My Ball is not blowing up!?!
« on: July 21, 2011, 05:17:00 PM »
Check out this video that explains my problem. I'm trying to get a ball to blow up when it hits something. Let me know what you think. Thanks,
Henk


http://gallery.me.com/henkdawson#100751

8
iOS Help / Simple Pinwheel mechanic for an iOS device
« on: July 21, 2011, 11:07:17 AM »
Hi,

I'm trying to create a simple pinwheel mechanic for an iOS device: A pinwheel that I can rotate with a swipe or drag on an iOS device.

I'd like to hire someone to help me set this up and show me how it can be done. Please email me directly if interested. henk@d3d.com

I'll post a how it was done tutorial when It's all working.

Thanks,
Henk

9
Share New Actions / Re: EZ GUI Checkbox Action
« on: July 15, 2011, 03:27:43 PM »
qholmes... I read very carefully through your comments and they look helpful. I thought that, before I tried to modify the code, however, I'd try to use the "EzButtonInvoke" script first. That set me off on a several hour long detour  :D  Here's a link to where I'm at now:

http://hutonggames.com/playmakerforum/index.php?topic=449.0

Once I get this down I'll go back to your commented script and see if I'm able to modify it.

Thanks - Henk

10
Share New Actions / EZ GUI Button Action
« on: July 15, 2011, 03:18:27 PM »
It's starting to work! Thanks for the help. Here's a video that shows where I'm at. I have to admit, after a lot of tries, I'm not sure how to set up an EZ Gui button to work with Playmaker. It's kind of working -  Here's what I've got...

http://gallery.me.com/henkdawson#100747

Note: On my button, I think that I should have the "scale up" state go back to the "wait for input" state but I don't know how to do this. any ideas?

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

/// <summary>
/// PlayMaker Action for Delegating when a UIButton
/// has been invoked.
/// </summary>
/// <para>
/// This Action should be placed in the Start action of your
/// FSM. It will add itself as a delegate to the EZGui Button
/// to capture events that have been triggered by the
/// button.
/// </para>
/// <remarks>The Owner must contain a UIButton class</remarks>
/// <remarks>See the EZGui Documentation for More information on this Delegate</remarks>

[ActionCategory("EzGui")]
[Tooltip("EzGui Button Click")]

public class EzButtonInvoke : FsmStateAction {

[CheckForComponent(typeof(UIButton))]
public FsmOwnerDefault gameObject;
public FsmEvent invokeEvent;

private GameObject go;
private UIButton _object;

public override void Reset() {
gameObject = null;
invokeEvent = null;
}

public override void OnEnter() {

// get the UIButton attached to this object

go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
_object = go.GetComponentInChildren<UIButton>();

// set the delegate to capture change event

_object.AddValueChangedDelegate(MyDelegate);

Finish();
}

public override string ErrorCheck() {

// TODO: Missing UIButton Object

return "";
}

void MyDelegate ( IUIObject obj ) {
Fsm.Event(invokeEvent);

}
}

11
Share New Actions / Re: EZ GUI Checkbox Action
« on: July 15, 2011, 05:55:40 AM »
Thanks qholmes! I'll work on this today.

12
Share New Actions / Re: EZ GUI Checkbox Action
« on: July 14, 2011, 06:14:06 PM »
 :) That's very generous of you. I'm looking forward to figuring out how to get EZ Gui and Playmaker (two great plugins) working together!

13
Share New Actions / Re: EZ GUI Checkbox Action
« on: July 14, 2011, 05:26:27 PM »
Any pointers on how to adapt the code would be great. I'm super not very good at programing : )

14
Share New Actions / EZ GUI Checkbox Action
« on: July 14, 2011, 10:57:25 AM »
Hi,

I want to thank Spocker for his EZ GUI Button Action:
http://hutonggames.com/playmakerforum/index.php?topic=440.0

Also, has anyone been able to modify this so that it works with a radio button and toggle button?

Thanks,
Henk

15
PlayMaker Help / Re: EZ GUI and Playmaker
« on: July 14, 2011, 09:57:24 AM »
It worked!

Thanks a bunch!

Cheers,
Henk


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