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Messages - HeathClose

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PlayMaker Help / Re: Saving/Loading Checkpoints and Unlocked Doors
« on: August 15, 2017, 06:50:09 AM »
Hold on... I just updated my ecosystem to 0.5.3 and now I see it...

PlayMaker Help / Re: Saving/Loading Checkpoints and Unlocked Doors
« on: August 15, 2017, 06:45:22 AM »
This does not show up for me... what is happening here?

PlayMaker Help / Re: Saving/Loading Checkpoints and Unlocked Doors
« on: August 14, 2017, 03:30:29 PM »
I just checked and iterate is available on the Ecosystem :)

maybe you overlooked it :)

Could you take a screenshot of what it is called... the only action on the ecosystem that begins with 'It' is an itween action

PlayMaker Help / Re: Saving/Loading Checkpoints and Unlocked Doors
« on: August 14, 2017, 09:43:52 AM »
Thank you for the suggestion... but I'm not quite sure what you mean... so I tried to find this Iterate action but I don't see an Iterate action anywhere in the list or on the ecosystem

PlayMaker Help / 2d Explosion Force?
« on: August 13, 2017, 03:03:24 PM »
I thought there was a 2d explosion action... I can't find it anywhere... I tried one I found in the forums but it's from 2015 and won't show up in the action list.

PlayMaker Help / Saving/Loading Checkpoints and Unlocked Doors
« on: August 13, 2017, 11:15:07 AM »
ok… I’m stumped…

I need to save checkpoints.  That part I have all figured out.  It works just fine.  Player continues on the right level in the right spot... but...

The problem is if I load the character up at say the 3rd of 7 checkpoints, I also need a way to know which checkpoints to deactivate (which ones were already collected), and which doors to deactivate (so the player isn’t locked out of passages they already unlocked).  Not every level has 7 checkpoints and 7 doors to unlock.  These change level to level.

I figure I would Easy Save the checkpoints as an array at each level, and as soon as they solve that level, delete the saved array, and build it again on the next scene.  That way, when they load into say level 5, but have yet to touch a checkpoint and unlock the door, they will start at the beginning.

I’m thinking the solution might lie in either arrays or array maker, but not exactly sure how.

I thought if I make an object array, and keep a master array on each level to pull from, I could compare the saved array to the master list, and deactivate those objects that don’t appear in the saved array after comparison.

Easy Save has Load Object Array

This asks for a size.  But that will change all the time, so I don’t think that’s going to be much help.

Easy Save has Array List Easy Load

But I don’t see any Array Maker actions that would allow me to compare the list to the master array variable on the empty I'll keep in every scene.

How can I do this?
Is there another solution I am not seeing?

just had this happen.

I changed a prefab to reference a new global variable Checkpoint game object, and when I went to test the checkpoint system... my player wouldn't move... and what happened was that my buttons changed their reference from the global "player" to this new checkpoint game object..

However.. the global "player" is gone, and now there are two checkpoint globals

one of these is supposed to be player...

I checked the collaboration changes... looks like my player prefab changed also.  the get owner says player in the action.. but player is not listed in the globals.  I had to create a new player global

also, anything that referenced that changed player global now reads the double of the checkpoint global...

furthermore... the double of that global is not listed, since I just made the change I will just delete them both and see what happens


PlayMaker Help / Re: 2d Rotating Turret Bullet Direction
« on: August 09, 2017, 08:07:42 AM »
Actually... I got this working with the following fsm on the bullet

I tried many variations of this yesterday, trying to get angles and whatnot... but it never dawned on me to just have the bullet look at the player and take off.  The relative action makes this work.

PlayMaker Help / Re: 2d Rotating Turret Bullet Direction
« on: August 09, 2017, 07:52:24 AM »
The only get direction i see is a ugui action.  I don't see get direction on the ecosystem either.

PlayMaker Help / 2d Rotating Turret Bullet Direction [SOLVED]
« on: August 08, 2017, 12:22:23 PM »
I have this very simple 2d rotating turret.

I has a look at 2d action on it so it tracks the player.

I have the bullets in Poolboss, and when the turret is tracking the player, it has coregamekit spawn action to spawn the bullets.

I'm having trouble figuring out how to get the bullet to fire in the direction of the player.  I've tried set velocity 2d.  I've tried add force 2d.  I've tried add relative force 2d.  Nothing seems to work on moving the bullet in the direction the barrel of the turret is facing when it fires.

PlayMaker Help / Re: Linker Wizard Import Compile Errors
« on: August 04, 2017, 05:22:18 AM »
Thx guys!

PlayMaker Help / Linker Wizard Import Compile Errors [SOLVED]
« on: August 03, 2017, 02:06:09 PM »
I imported the linker wizard package from the ecosystem and not only did I get compile errors, but my playmaker editor disappeared and so did the ecosystem.  I rolled back the project from the cloud and everything worked as expected again... so I tried to import the linker wizard package from the ecosystem again... and got the same issues... I tried 3 times... I've never had an issue with the linker package before.

Here are the errors.

PlayMaker Help / Re: ProCamera2d Actions
« on: July 28, 2017, 05:42:52 AM »
and how do I use the actions in the meantime?


For those of you whose updated camera removes playmaker support... open each script in Mono and delete this line in each action to get them working again until the update is available

Code: [Select]
[System.Obsolete("This action is obsolete; New ProCamera2D actions will be part of the PlayMaker Ecosystem for improved integration.")]

PlayMaker Help / ProCamera2d Actions
« on: July 27, 2017, 05:05:05 PM »
all the actions are labeled obsolete...

I don't know why since they all worked before being marked obsolete.

But... if they were marked obsolete so they can be gotten off the ecosystem instead.... I think someone missed a step... I don't see them on the ecosystem.

How can I get the actions back please?

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