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Messages - krmko

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901
PlayMaker Help / Re: Making a smooth speedup and slowdown magnet
« on: August 03, 2016, 02:02:04 PM »
Ah, i knew this wouldn't pass without problems. Everything works fine when the object to be pulled is in the scene, but when i make a prefab, it doesn't seem to work.

Of course, since it is a prefab the conception is a bit different, first step is find the player object and store it, the rest is similar, but when i start, find object action is greyed out, and not working, why?


902
PlayMaker Help / Re: Making a smooth speedup and slowdown magnet
« on: August 03, 2016, 09:11:34 AM »
Oh, i was thinking that it changes the value of the variable to the interpolated value, but instead i have to create a new variable and apply it via new action. I'll check it out and let you know how it works :)

903
PlayMaker Help / Re: 2d Collision Event Problems
« on: August 03, 2016, 06:58:58 AM »
I think i know how to fix it, i'll answer from home  :)

You definitely need to use on collision enter and make a workaround so if you move in the direction of the wall again it doesn't get stuck.

Quite a challenge, can you send me the project to try something out? :D

904
PlayMaker Help / Re: Making a smooth speedup and slowdown magnet
« on: August 03, 2016, 06:56:58 AM »
Can't figure out the float interpolate either. Doesn't work with MaxSpeed variable, don't know why. And i don't quite get it why does it need a value to be stored?

905
PlayMaker Help / Making a smooth speedup and slowdown magnet [SOLVED]
« on: August 03, 2016, 12:13:33 AM »
Hello guys,

i am making a small shmup with the ship having a magnet for pulling credits that stay behind destroyed enemies.

The first part was quite easy:

1. I put the Get Distance action and i store the distance from the object that will be attracted to the Player in the Distance variable.
2. In the Conditional Expression, if the Distance variable is under predetermined value, we go to the next state.
3. Move Towards action is targeted towards Player, with the Max Speed set as MaxSpeed variable.
4. In the Fload Add action i set the Float Variable to MaxSpeed, set the desired increment in the Add field, check every frame, and the magnet is working.
5. To stop the magnet from working, i insert Get Distance action and Conditional Expression again to revert to state one when the object gets out of the magnet's "range". Unfortunately, it stops immediately. So i inserted the third state with Ease Float that will revert to the first state on finish event, but i'm not sure how to set it up, i'm using MaxSpeed as From Value, To Value is 0, but it stops immediately also. I also tried to use Get Speed 2D action, store it in Speed variable and put it in From Value, but it's not working. Any ideas?

906
PlayMaker Help / Re: Reflecting bullet FSM
« on: July 05, 2016, 02:21:20 AM »
Hey, sorry gor late response, i've been quite busy. Thanks a lot for the help, you really gave yourself there, it gave me insight in how things work and i'm sure i'll make it work somehow and share the template with everyone. Until then, Jean made set physics material 2d action and the sprite can be flipped via action so making bullets bounce now is a no brainer!

907
Action Requests / Re: Set Physics Material 2D[SOLVED]
« on: July 05, 2016, 02:17:29 AM »
You guys are fantastic! Thanks a lot!

908
Action Requests / Re: Flip Sprite Renderer
« on: June 29, 2016, 04:05:35 AM »
Great Jean,

thanks!

909
Action Requests / Set Physics Material 2D[SOLVED]
« on: June 28, 2016, 02:51:52 AM »
This action would be nice, as far as i have seen, there's only set material action, nothing for physics.

910
Action Requests / Flip Sprite Renderer[SOLVED]
« on: June 28, 2016, 02:48:36 AM »
Hello,

as some of you have seen on the help forum, i am trying to make a bullet ricochet and i've found a more elegant solution with physics material 2d - bounce. But since the bullet needs to change its direction, i need Flip Sprite Renderer Action, thank you very much ;D

911
PlayMaker Help / Re: Reflecting bullet FSM
« on: June 28, 2016, 02:46:44 AM »
I've found an elegant solution. Since i need the reflection to ricochet the bullets off of shield of an enemy, i can simply set the bouncy physics material to shield and set bounciness to 1 so the bullet doesn't lose power and flip the sprite.

Expansion of the idea would be even better, a shield could change the physics material according to the tag of the bullet, so some bullets would pass, some would reflect, depending of the type of the bullet. Alas, there's no action for setting the physics material either :(

912
PlayMaker Help / Re: Reflecting bullet FSM
« on: June 27, 2016, 11:07:08 PM »
have you managed to get it working rongconcrx? My bullet just hits the ball and stops.

913
PlayMaker Help / Re: Reflecting bullet FSM
« on: June 27, 2016, 05:14:43 AM »
Hmm, the thing is, the object that's being hit actually ricochets under angle, but the object that should ricochet stops when it hits the target :-\

914
PlayMaker Help / Re: Reflecting bullet FSM
« on: June 27, 2016, 03:43:37 AM »
Thank you,

you are very kind, i will try it out  ;D

915
PlayMaker Help / Re: Ricochet with playmaker?
« on: June 27, 2016, 03:43:19 AM »
Hi,

i kind member made me a FSM yesterday, check it out:

http://hutonggames.com/playmakerforum/index.php?topic=13078.0

I still haven't tried it out though.

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