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Messages - Bipolar

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1
PlayMaker Help / Any existing guide to make a JRPG fight menu?
« on: April 03, 2020, 08:43:55 AM »
Hi.

I need to make with Playmaker a JRPG fight menu (like Final Fantasy 7).
The content should be customizable, so for example, I can custom magic spells, special moves etcetera.
Any help?

A tutorial/guide is ok too.

Thank you.

2
PlayMaker Help / Re: [PUN 2] Sync the health info on joined (SOLVED)
« on: February 24, 2020, 09:35:01 AM »
Hi,

 where do you set the health value for it to be synched over the network? you should have a variable set to network sync and then set that variable if "isMine" is true or get that variable if "isMine" is false

Bye,

 Jean

Hi.
The problem was solved just yesterday after 3 days of trial-and-errors.
I posted here on the forum because after 3 days I was giving up, but now everything was solved and I learned how to do it. Thank you. :)

3
PlayMaker Help / [PUN 2] Sync the health info on joined
« on: February 23, 2020, 07:58:59 AM »
Hi.

I'm using PUN 2 recently.

I've made a health system. The problem is when another player joins the room after somebody inflicted/received damage: for the latest player joined, the other players' health will result as 0.

I need then to "download" an set the health info from the new player's point of view.

But perhaps... I'm on the wrong road because I'm not using RPC events to set health, but 'IsMine' check.

The fact is I tried to set health with RPCs but in the case of mine the changes are global: if I shoot the opponent, also the sender's life will be modified.

I tried with Other Buffered but It doesn't work anyway.

Here the screen of players' health modifiers.
I presume here misses something or it is not the best method...

Any idea?





4
PlayMaker Help / Re: Simple question about Photon Transform-View
« on: February 13, 2020, 01:57:16 PM »
Hi,


pun v2 is really just the same as pun classic, only that under the hood there was a lot of cleanup, so technics from Pun classic still apply largely to v2 really.

in the video, what you see is the two clients, and so player controlled in the editor is moving on the second client, I don't see anything odd there, that's how it's supposed to work.

same with raycast, there isn't anything different in the way you need to think your system between classic and v2.


Bye,

 Jean

Hi. I did it.
But I realized that the method to connect the master is different compared to PUN 1 (that doesn't work in PUN 2). Except for this, are there other differences?

5
PlayMaker Help / Simple question about Photon Transform-View [SOLVED]
« on: February 11, 2020, 05:41:58 AM »
Hi.

I just want to know if Photon transform-view for PUN 2 can only be used for Player.
I saw the third tutorial of tcmeric, but I am now following the PUN 1 tutorials above the fourth because apparently tcmeric is too busy to continue the series about PUN.

The fourth about PUN 1 I was watching, tells about sync bullets.
But, again, it is PUN 1, so it could be better adding a Photon transform-view to the bullet and then add a PUN instantiate, or the sync method for PUN 1 is still valid?
What about using raycasts with PUN 2? Most of the bullets I made is no rigid body-based.

Here's the tutorial.


EDIT: The two players with the transform-view move together when there is an input. Is it normal?

6
I've got Unity 2019, so there shouldn't be problems.
Thanks so much!

7
PlayMaker Help / Incompatibility Warning between PUN 2 and Playmaker[SOLVED]
« on: September 19, 2019, 07:32:54 AM »
Hi.
I notice you that PUN 2 was updated; the Playmaker window show this warning.

How can I solve?
Is it a common problem caused by the new version?

8
Hi. This is what happens.

9
Thanks!
I'm checking right now.

EDIT:

Is this ok for a fps shotgun?


10
Hi.

Some time ago JeanFabre noticed me he made a Sample in the Ecosystem.
I should have used this to make a Shotgun spread.

Here's the topic:
https://hutonggames.com/playmakerforum/index.php?topic=16162.0

Unfortunately typing bullet there aren't results. Did he change its name?

Thanks.

11
Thanks. Now I'm going to try it!

12
Hi.

I write because I used a render texture to show what the Topdown camera is seeing.

Now I need to select a gameobject placed in the scene within this render texture.

So the raycast which hit a point of the rendere texture, should be emited by the top down camera and return the obj I clicked on.

How Can I make it possible?

I tried with Custom Mouse Pick from Ecosystem, but it didn't work.

13
Hi.
i just very recently made a video for bullet holes, maybe it can help you.

The key is the Quaternion look rotation


But i will redo the video as i forgot to show how to build the prefab or use an offset.

if you need the offset you can add these 2 actions to the 'Spawn Bullet Hole state to have it a bit in front of the wall.


Ok, I tried.

It works 50\50: Sometimes it make mistakes with rotation, so the decal is placed in the wrong angle.

I'm not using pools, I don't need it. I have already a decal system.


14
Hi.
i just very recently made a video for bullet holes, maybe it can help you.

The key is the Quaternion look rotation


But i will redo the video as i forgot to show how to build the prefab or use an offset.

if you need the offset you can add these 2 actions to the 'Spawn Bullet Hole state to have it a bit in front of the wall.



Cool man! I'm trying now! :). I'll let you know.
The offset is provided by EasyDecal, so I don't think to have problems.


15
PlayMaker Help / Raycast Hit Normal Info doesn't return the right rotation
« on: September 27, 2018, 04:36:18 AM »
Hi, I recently bought a decal system.

I made a FSM which should place these decals based on the point and the normal angle. Raycast hit point works, but the decal doesn't set the right rotation compared to the hitten wall.

So the decal spawn correctly only on the floor.
I used Raycast Info to get Point and Normal, then Create Object with position and rotation to point and normal, but nothing...

Some help?
Do you need some screen too?

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