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Topics - mikejkelley

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Action Requests / activate game obj. by tag
« on: December 03, 2013, 02:44:01 AM »
I think this would be useful.  :)

PlayMaker Help / NGUI Update Label Text
« on: November 19, 2013, 05:16:01 PM »
This is actually from a paid-for action pack, was wondering if it's just something that by it's very nature is processor intensive. I'm subtracting 30 ammo each frame while the player is firing, converting that as a string and sending it thru a NGUI Update Label Text action. NGUI Update Label Text is grinding gameplay to a halt.

I've specified ammo as a global int var using playmaker, is there a good way to get NGUI to display that value?

Share New Actions / Double Tap to Dodge FSM Template
« on: November 19, 2013, 03:44:03 PM »
If you tap then press a it will dodge you left, d to dodge right.

It's nothing groundbreaking, but in the interest of helping others save time, I thought I'd share it.

Note that you'd use this on top of any other input system and send a global transition to empty event to temporarily disable said input system. (just rename after dwnld)

Currently it seems that Set Animator Play Back Speed sets speed for all animations in the animator. There are plenty of instances when a user might need to specify the animation or layer.

Currently I'm trying to create a state where my character is carrying a big gun. I need her walk/run/turn animations to slow while her arms mask retain the current speed (bcs recoil).

It would be great if we could get/set speeds on a per animation or even layer basis. Thanks!

PlayMaker Help / set Max Forward Speed in Character Motor (Script)[SOLVED]
« on: November 10, 2013, 02:30:02 AM »
Hi, I want to control the Max Forward Speed in the Character Motor (Script) using a float parameter in Playmaker. I dragged the Character Motor (Script) into the state and selected Set Property, but nothing relating to speed is available from the resulting Property drop down menu. What am I missing? Thanks as always kind Playmakers! :)

Forum Suggestions / Share Custom FSM Templates! :)
« on: November 08, 2013, 09:32:19 PM »
 I like the SHare Custom Actions section, I think a Share Custom FSM Templates would go over well too.

User Showcase / The Blind Shrine Maiden
« on: November 01, 2013, 01:31:34 PM »

Blind at birth, Hoshimi must use ESP to guide her spectral gatling gun as she conducts exorcisms at 5,000 rounds per minute! It's finished! Guide Hoshimi using the First Person Perspective... of the monsters chasing her!


Hi all, I created the following game as part of the Tornado Twins Game Challenge at using Unity, FPS Control, and Playmaker (as well as minor packages such as Snowify).

It's my first "complete" game using Unity. I plan on iterating certain aspects and re-releasing it, hopefully as a small sponsored game!

I would ask this in the Unity forums but for trolls.

My build settings include forward rendering and DirectX11 and yet normals aren't showing up in the webplayer version. Please advise.

Feature Requests / camera shake
« on: October 13, 2013, 10:42:25 PM »
Just because it's over-used doesn't mean it's not useful! :)

PlayMaker Help / building anim graph, "get speed" not working
« on: September 29, 2013, 12:07:48 AM »
Using Unity 4.2.1.f4 and PM 1.7.3.f1, I'm trying to build an animation graph. I have a "Get Speed" action attached to my player model but it never reports anything other than 0. The player model has a rigid body attached. I desperately need to get this sorted ASAP, any help will be greatly appreciated. Thanks.

General Discussion / Screen recording Android, suggestions?
« on: February 05, 2013, 02:45:26 PM »
I was wondering how everyone is recording their work from their Android Smartphones. I'd thought the best way to do it would be w/ an external video capture card using HDMI out so I purchased an Elgato HD Game Recorder. It doesn't work.

User Showcase / unnamed jurassic project
« on: February 02, 2013, 11:51:25 PM »

WIP. In terms of construction, I'm trying to eschew the Jurassic Park legacy in favor of something rooted more firmly in science. In keeping w/ fossilized evidence, the sagittal crest is less prominent and the skull is broader, reminiscent of a crocodile's. The coloring is also meant to suggest a crocodile, though will be extensively modified in Paintshop. The skin is less wrinkled than just about every CGI interpretation since and including Jurassic Park and is instead scaly as evidenced by fossilized skin impressions. Teeth, eyes, and claws will be added in 3dsMax.

PlayMaker Help / want to respawn/destroy object [SOLVED]
« on: February 02, 2013, 10:02:25 AM »
I have food that the player can move around. When it gets w/in a certain distance of a dino, the dino eats it and the food object is destroyed.

What I want to happen is that after a set amount of time the food respawns and can be fed (destroyed) to the dino all over again. The problem is it seems as if I can only spawn the food obj effectively if it's a prefab and I can only destroy it if it isn't a prefab (I get a warning about not enabling the destruction of assets).

I don't know how to specify that I only want to destroy the instance (clone). I tried specifying the instance as an obj variable and then specifying the destruction of that. However, unless I overlooked smthg, that didn't seem to work.


PlayMaker Help / putting an fsm into a holding pattern[SOLVED]
« on: January 26, 2013, 04:48:35 PM »
I have two fsms. When A runs, I want B to go into a holding pattern. I tried accomplishing this by broadcasting start and stop events from A, but when A broadcasts, everything winds up hanging.

ie, I have a dino that I want to always face the camera unless there's food in the scene. Then I want that to take precedence and I want him to go after the food.

FSM A determines that there's food and has a state "announceTheresFood" w/ a broadcast event all "goToTheresFood". "goToTheresFood" is a global transition in FSM B that leads to a "theresFood" state that has a "FINISHED" transition that points back to itself. The idea is I don't want the face camera component of FSM B running while FSM A is trying to get food. The assumption is that FSM A would continue to execute but it never actually transistions from "announceTheresFood" thru "goToGetAngleToFood."

I know the ans. is prolly obvious and noobish but I'm exhausted. Thnx in advance!

PlayMaker Help / how to add sounds to an animation?!
« on: January 23, 2013, 12:33:53 AM »
I need to associate a sound w/ an animation. Since I'm playing it at random I can't simply add a play sound action. I imagine it has smthg to do w/ anim events in the anim window but don't know how to proceed from there.

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