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Messages - adami

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Playmaker Help / Re: Basic global triggers / switch
« on: August 09, 2018, 10:11:01 PM »
Hi Djaydino, I just tried this again but I think I may have misunderstood how activate object works. I switched the action for something like change light colour and it appears to be working. I've also PMed you. Thanks for your help

Have you set the event as global?

Playmaker Help / Re: Basic global triggers / switch
« on: August 09, 2018, 05:06:20 AM »
Thanks for both responses. Djaydino, re: your second option. I've attempted to use assign two global events to my light fsm, upon mouse left click, cube sends a global event and it should activate my light. The cube fsm works fine but it does not seem to send the event despite checking that the event is Global. Any clues?
Yeah, this is not really a good way to do this.
You should always try to minimize using global variables.
Also you should try to minimize using every frame for better performance.

There are a few ways to do this depending on your project.

Have an fsm and make a state with 2 trigger events (on for Lights on and on for lights off)
Make a transition for both of them and connect then to a "On" State and a "Off" state. transition both of them back to the state with the 2 trigger events.

Now you can do different things.
I will show some examples.

Example 1 :
If you can place all your lights in a empty parent (call it for example 'Scene Lights')
You can parent also lights that where made @runtime if needed (use 'Set Parent' after Creating or pooling the object)

In the "On" State you can use 'Activate Game Object' and 'check' activate.
In the "Off" State also 'Activate Game Object' and 'UNcheck' activate.

Example 2 :
In the "On" State do a send event and set it to broadcast all and make a global event called (for example) 'Lights On'
In the "Off" State do the same but then make a 'Lights Off' event.

Then on all your lights object you would need an fsm with a 'On' state and a 'Off' state.
and set the 'Lights On' and 'Lights Off' event as a global transition.
and turn on/off the light for each object there.

Example 3:
You could place all your light object into an array and make a loop for each 'On' and 'Off' after the trigger state.
Then in the loop you can get each object in the array and use 'activate game object' for each light.
You can use a 'send event by name' to send a event instead of broadcasting event to all.

I think example 1 would work best but not always possible (depending on your game)
Example 3 would be the next best thing but a bit more complicated to setup.
Example 2 would be the less best think but also easier to setup.

Playmaker Help / Basic global triggers / switch
« on: August 09, 2018, 12:34:41 AM »
Hi all,

I'm attempting to create the basic functionality but seem to be uncertain if this is a matter of global events and variables or something to do with broadcast all.

I need a basic global on/off state. When a player enters a trigger it sets every light in the scene to off. If I got to another trigger, it should know that the lights are off and when I interact with that it should switch all the lights back on.

It also needs to be something that I can turn the triggers/switches and lights into prefabs so that I can duplicate them as much as I like and they'll always work together universally in different scenes.

any suggestions or examples?

Share New Actions / Re: Camera Shake / GameObject Shake
« on: August 03, 2018, 11:56:30 PM »
Can anyone confirm if this still works for 1.9? I really would appreciate being able to use this :O

Playmaker Help / Re: Trigger collider still blocking
« on: August 02, 2018, 10:46:49 PM »
That's so weird. You're saying that the trigger box collider is acting like a collider EVEN without using "apply force"?

The only thing I can think of is that the movement FSM will go into a "non-moving" state when the collision/trigger happens.

Yep, but this appears not to be an issue when using the character controller and +WASD . So how do people get around this scenario if they're using a click to move function instead?

Playmaker Help / Trigger collider still blocking
« on: August 02, 2018, 04:42:26 AM »
Hi I've gone through documentation and watched a few youtube videos regarding triggers and colliders on meshes. My player control is just a cube with a camera attached to it. The cube has a rigidbody and box collider applied to it and my trigger is just another cube with a box collider set to "Is Trigger". Upon testing this it seems that my player controlled box cannot enter the trigger zone as if it is still blocking the geometry.

I've attempted switching my movement from apply force to Mouse pick and it still blocks my movement. Any suggestions why this is the case?

images supplied to explain.

Playmaker Help / Re: cube collision on rails
« on: July 22, 2018, 03:14:12 AM »
the transla te action will pass over any kind of colllision.

instead you must use a rigidbody on your box and make it move adding force

Hey thanks Blackant! that helped instantly. Would you have anyaction recommendations that make an object slow down after force being applied to it stops?

Playmaker Help / cube collision on rails
« on: July 21, 2018, 04:39:04 AM »
Hi I've tried looking around the forums and online but no answer to be found.
I've currently got a very simple cube with a camera attached to it that consistently flies in the Z axis of where the camera is facing.This works well but my only problem is i can't seem to block the camera or make a collision to limit/prevent the camera from leaving the play zone. Any suggestions. Please see attached screenshot of my nodes.

Any help would be appreciated.

p.s. i've also applied colliders to the box and put geometry infront of it but nothing is happening.

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