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Messages - djaydino

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PlayMaker Help / Re: Using "Get Key" with Global Transition
« on: Today at 04:07:14 PM »
It depends on the usage.

But breaking a loop would be easier that way.

PlayMaker Help / Re: Using "Get Key" with Global Transition
« on: Today at 10:40:50 AM »
state 1
Make a new fsm for the key, and use get key down.

then do a local transition to state 2

in state to use send event and target the fsm where the global event is :)

Work In Progress... / Re: Dark Light
« on: Today at 10:37:53 AM »

Work In Progress... / Re: Dark Light
« on: Today at 10:37:37 AM »

Work In Progress... / Dark Light
« on: Today at 10:37:14 AM »
Hi PlayMaker community!

It is time to reveal what we (Mirari & CO and JinxterGames) are working on :

Dark Light is a Sci-fi action-platformer with unique game-play.
Explore apocalypse cyberpunk world full of supernatural beings.
Encounter and defeat creatures of darkness which are invisible to the naked eye, detected only with the light source of your drone.
Experience the horror and feel their presence as they surround you.

The game is so far about 95% made with PlayMaker!
I did have to make several custom actions for 3rd party assets, but its still using Playmaker :D

Like, Share and Add to your Wishlist on Steam!

Also let us know what your 1st impression :)

Here are some more images :

PlayMaker Bug Reporting / Re: Get Enum FSM
« on: Today at 04:07:12 AM »
it should be resolved on 1.9.1 :)

PlayMaker Help / Re: Trigger a particle system
« on: Today at 04:06:21 AM »
can you show you fsm setup?

the trigger is handled by an fsm or on the prefab?

if fsm :
if you want it to happen only when entered again, then you might need a trigger event and set 'on trigger exit' and loop back to the trigger event 'on trigger enter/stay'

PlayMaker Help / Re: Multi Condition Action
« on: Today at 03:57:30 AM »
Just giving some addition info.

in you setup any 'true' will send the event.

If for example you want all 3 to meet the condition.

Then instead of sending an event, use the 'Store Result' it will store a bool value (call the variable object 1/2/3 for example).

Do this for each action.

Then below that you can use a 'Bool All True' action and place the stored bool variables.
Then set the event on this action.

if you want some true and some false, then try the action "bool multi condition"
you can find it on the Ecosystem

PlayMaker Help / Re: Using "Get Key" with Global Transition
« on: Today at 03:47:17 AM »
on the image i can see that you have 2x the same global variable :

You should only have 1 global of the same name as it will conflict.
It can go only to one of the 2.

The bottom one where you have the 'Get Key Down' action will just go back to the same state.

I think you are misunderstanding how global transition work.

Maybe this video can help :

PlayMaker Help / Re: Using "Get Key" with Global Transition
« on: October 17, 2019, 11:11:52 AM »
Can you show how/where you set up the 'get key down'.

Feature Requests / Re: Display Controls as the default
« on: October 17, 2019, 10:50:52 AM »

PlayMaker Help / Re: Set material texture
« on: October 17, 2019, 10:49:00 AM »
Ui image is for canvas ui images.

Sorry i thought the sprite actions where already included in the latest PM version.
The sprite actions will come in the next update.

For now you can get some sprite actions from the  Ecosystem you can find 'Set Sprite' / 'Swap Sprite' actions.

PlayMaker Help / Re: Array List Empty - Every Frame
« on: October 17, 2019, 01:00:13 AM »
I actually recently needed this, here is the way i have set it up :

Code: [Select]
// (c) Jean Fabre, 2011-2013 All rights reserved.

// Drop a PlayMakerArrayList script onto a GameObject, and define a unique name for reference if several PlayMakerArrayList coexists on that GameObject.
// In this Action interface, link that GameObject in "arrayListObject" and input the reference name if defined.
// Note: You can directly reference that GameObject or store it in an Fsm variable or global Fsm variable

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
    [Tooltip("Check if an ArrayList Proxy component is empty.")]
    public class ArrayListIsEmpty2 : ArrayListActions

        [ActionSection("Set up")]

        [Tooltip("The gameObject with the PlayMaker ArrayList Proxy component")]
        public FsmOwnerDefault gameObject;

        [Tooltip("Author defined Reference of the PlayMaker ArrayList Proxy component (necessary if several component coexists on the same GameObject)")]
        public FsmString reference;

        public bool everyFrame;


        [Tooltip("Store in a bool wether it is empty or not")]
        public FsmBool isEmpty;

        [Tooltip("Event sent if this arrayList is empty ")]
        public FsmEvent isEmptyEvent;

        [Tooltip("Event sent if this arrayList is not empty")]
        public FsmEvent isNotEmptyEvent;

        public override void Reset()
            gameObject = null;
            reference = null;

            isEmpty = null;
            isNotEmptyEvent = null;
            isEmptyEvent = null;
            everyFrame = false;


        public override void OnEnter()

            if (!everyFrame) Finish();

        public override void OnUpdate()

        void DoTest()
            isEmpty.Value = (GetArrayListProxyPointer(Fsm.GetOwnerDefaultTarget(gameObject), reference.Value, true).arrayList.Count == 0) ? true : false;

            if (isEmpty.Value)

I also added the action in the attachment below.

I will ask jean if Every frame could be added to the official array maker action.

PlayMaker Help / Re: Set material texture
« on: October 17, 2019, 12:48:38 AM »
if 2D you should use Set Sprite action

and swap the sprite image on the sprite renderer not the material.

PlayMaker Help / Re: Set material texture
« on: October 16, 2019, 10:34:11 AM »
Is this for 2d character?
if so you can use sprites and the animator with some animations

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