# playMaker

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### Messages - Brighton

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1
##### PlayMaker Help / Re: Joystick Direction to Rotation angle
« on: June 19, 2013, 06:42:17 PM »
I've made some progress on this. I've incorporated this solution http://answers.unity3d.com/questions/181867/is-there-way-to-find-a-negative-angle.html into a new operation on the Vector3 operator.

case Vector3Operation.NegativeAngle:
var angle = Vector3.Angle(v1, v2);
var cross = Vector3.Cross(v1, v2);
if (cross.y < 0) angle = -angle;
storeFloatResult.Value = angle;
break;

And it appears to be returning the type of results I am looking for, however the direction might need to be flipped.

Success!:

2
##### PlayMaker Help / Joystick Direction to Rotation angle
« on: June 17, 2013, 10:53:52 PM »
Hi,

So I'm trying to setup a camera relative vector that drives a float based on the difference of the direction the player is facing and where the left stick is pressing towards.

I can't use the Move Controllers because the Avatar is driving all the locomotion.

I want to take this float and pass it in as a float for the animator. So that if the player pressed in the opposite direction that the avatar would get the message to turn until the angle of the player & thumbstick lined up. So it's important that I am able to get a +/- 180 degree values from the player & thumbstick ables.

I have a Get Axis Vector, Transform Direction (avatar; 0,0,1), and a Vector3 Angle operation between the Axis Vector and Transform direction.

This kind of works, but it only returns positive results so the avatar only rotates clockwise. I tried multiplying the x-Axis to get a positive & negative rotation, but it doesn't work out when the thumbstick is pressed up & down.

I've run out of ideas on this.

tl;dr, I'm trying to get the camera relative delta between the angle of the thumbstick & the avatar direction as a float.

Is there an action I'm overlooking or a custom action that someone has written relating to this sort of thing?

3
##### PlayMaker Help / Joystick Controller Look action?
« on: June 03, 2013, 07:24:43 PM »
I'm trying to setup a third person controller.

I'm using the 360 controller and I have the 4th & 5th Joystick axis (right stick) mapped as inputs.

I'd like to use something like the Mouse look action, with looping Y rotation and clamped X rotation.

Could I map the 4th & 5th Axis to the Mouse X & Y signal? Or is there an alternate action that I could use?

I'm trying to use a mix of Get Axis Vector, Rotate, and then clamping Rotation floats. But it's giving me very bizarre behaviors.

4
##### Official Action Updates / Re: Photon Integration Beta [NEW beta3]
« on: May 21, 2013, 06:18:36 PM »
I'm not messing with anything outside of just importing the packages.
Here is my process:

1. Create New Project (No packages)
2. Import Playmaker 1.6
3. Import CustomPackage 'PlayMakerPhotonWithDemo'

At this point the ThirdPersonController error pops up.

If I then import the basic characterController package I get the error: PlaymakerThirdPersonControllerProxy.cs(29,57): Error cs0122: 'ThirdPersonController._characterState' is inaccessible due to its protection level

5
##### Official Action Updates / Re: Photon Integration Beta [NEW beta3]
« on: May 20, 2013, 07:38:33 PM »
Hi,

I'm running into an issue with the PhotonDemo Package.
I am using Unity 4.0.1f2

On a fresh project with only Playmaker 1.6 I receive an error

"PlayMakerThirdPersonControllerProxy.CS(45,17): Error CS0246: The type or namespace name 'ThirdPersonController' could not be found. Are you missing a directive or an assembly reference?"

So, I figured that might be related to the character controller standard assets.
When I import the CharacterController package, I get a separate error over two lines:

PhotonviewGetID.cs(49,56): Error CS1061: Type 'int' does not contain a definition for 'ID' and no extension method 'ID' of type 'int' could be found.

That function contains:
_getNetworkView();
ID.Value = _networkView.viewID.ID;
IDAsString.Value = _networkView.viewID.ID.ToString();
Finish();

Am I missing a script?

6
##### Action Requests / Re: Rain AI (INDIE)
« on: February 10, 2013, 11:26:21 PM »
+1

It would be awesome to use their sensor system to trigger playmaker FSMs.

7
##### PlayMaker Help / Re: Flipper Control
« on: February 09, 2013, 03:25:40 AM »
Well either through iTween or a basic transform action.

I'd imagine it would be as simple as two states, one for each position.
In each state there would be a iTween rotate to, and you'd set the rotations as well as the speed or time it takes to perform that action. Be sure to tick off the looping option at the end.

In each state you would be listening for the change in input on every frame (Get Mouse/Key Down/Up).

That said, I have not had much luck with animating colliders correctly applying with rigid bodies, but that's just me.

8
##### General Discussion / Re: Mecanim Follow Action
« on: February 09, 2013, 01:35:32 AM »
Ah Very cool!

Thanks ColdPizzaPunk, I'll give this a shot.

9
##### General Discussion / Re: Mecanim Follow Action
« on: January 27, 2013, 09:41:00 PM »
Hey Armada,

These actions work great! Thank you for making them!

Preface: I'm an animator with a good technical understanding, but no scripting ability.

I have setup a fairly complex animation graph with many layers: Complex Locomotion, Aiming Overlays, Weapon actions, Hit Reactions, and life states.

My current problem is that Mecanim likes to set all extra animation layer weights to Zero at runtime (regardless of what is set in the controller).

I wanted to take your Mecanim Float action and alter the parameters to target the animation layer weights, but I can't find the correct documentation on that animation layer weight function.

Could someone help me out? Perhaps point me towards the correct documentation that specifies what the function for setting animation layer weights is?

Thanks again!

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