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Messages - Athin

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1
PlayMaker Help / Re: Increasing Mana over time
« on: October 31, 2019, 04:03:44 PM »
Heya,

So If I'm reading this correctly, you want the mana regen to stop for a few seconds after being used before it starts again?  And the regen part should be flexible?

If so then thats easy to set up.  Have state 1 listen for a mana usage event and also a wait action event.  If mana is use, it enters state 2 that has a wait action event and a mana usage event.  If mana is use again while in state 2, it re-enters state 2 to reset the wait timer.  If the wait timer goes off in either state 1 or 2 then enter state 3 which is mana regen.

State 3 simple first checks if mana is full, if it is, fire off into state 1 again otherwise add X mana.  Adding mana can just be a simple equation (CurrentMana + X = CurrentMana) or more complex depending on how you want to approach it (CurrentMana+ (X + multipliers + bonuses) = CurrentMana.

Let me know if that helps. 

Thanks

2
PlayMaker Help / Re: Substract Problem?
« on: October 09, 2019, 03:34:03 PM »
Heya,

Got an infinite loop going on in that FSM somewhere. Check those two other states, are they constantly firing off maybe? 

3
PlayMaker Help / Re: multiple float compare on the same state
« on: October 01, 2019, 02:23:16 AM »
Heya,

This all depends on what you are trying to do.  I'll give an example.

You have the following variables, X=5 and Y=10 and you want the event "complete" to fire off if both variables are greater then 3.

You can use two float compares in the same state for this by first checking X.  If X is greater then 3 have the event BLANK.  Under that action is another compare for Y.  In that action have the greater event fire off "complete".

Remember FSM States start from the top and only move to another state as soon as it receives a transition event.  Leaving events blanks lets the rest of the state do its thing.

Bit of a rush here so sorry if still unclean but hope that helps.

4
PlayMaker Help / Re: multiple float compare on the same state
« on: September 30, 2019, 11:57:57 PM »
Heya,

If you put multiple compares in the same state then make sure the event is blank if you want to reach the other compare actions.  Otherwise it will fire off whatever event it reaches first.

As Thore said, the order is very important depending on what your doing for this to work right.

5
PlayMaker Help / Re: Testing if an object is in a position
« on: September 30, 2019, 11:50:50 PM »
Heya,

Depending on your setup, I think Arrays are what you are going to want to do.  if the board is 5x5 for example, an array with each tile in order will make it easier for you to find the info you need using the index

For example, if tile at index 17 wants to check if it has neighbor, Have it grab

Current index(17) - board widht(5) = Top(12)
Current index(17) + BoardWidth(5) = Bottom(22)
Current Index(17) - 1 = Left(16)
Current Index(17) +1 = Right(18)

You'll need some sanity checks in play in case you get out of range index numbers but that would be a good start.

Hope that helps.

6
PlayMaker Help / Re: "Set FSM Int" et "Set Int Value"
« on: September 25, 2019, 05:32:53 PM »
Heya,

Set FSM Int has the ability to change other FSM Int values while Set Int Value can only change the value of the FSM its in.

7
PlayMaker Help / Re: Edit FSM on Prefab without opening Prefab?
« on: September 23, 2019, 04:53:33 PM »
Heya,

I don't think there is any way around it as this was a fairly new unity feature added not playmaker.  Its a bit of a pain for sure but currently its best to just always open the prefab to edit.

8
PlayMaker Help / Re: Top Down 2D Movement
« on: September 18, 2019, 06:17:33 PM »
Heya,

I can't quite make out the actions you have going in the video due to my internet quality here but I think I know whats happening.

It looks like you got it set to save location every frame?  What you need to do is only record the position while you have a movement key down.  So have an action that listens for movement keys.  While it is press down, do and record the movement position while also listening for that key to be let go.  Once they let the key go have it flow back to the original state listening for it to be press again.

9
PlayMaker Help / Re: Array Get Next issue
« on: September 17, 2019, 11:49:29 PM »
Heya,

So this is a bit hard to follow but to me, it sounds like you aren't resetting the Get Next properly.  Keep in mind that anytime the get next action plays, it sets that reset flag to false (That trip me up quite a bit when I started using it) so you only want to set it to true once you are done your search or starting again.  If you are using the same flag for multiple get next actions then they could be resetting one and not the other (May be the problem you have?)

The picture isn't too much help unless we can see each state and actions in them.

10
PlayMaker Help / Re: Control Navmesh Agent component
« on: September 02, 2019, 05:15:54 PM »
Heya,

Can't remember exactly what the action is called but I'm pretty sure there is an "Activate game object component" that can be used to turn the navmesh on/off when needed.

11
PlayMaker Help / Re: Array values not updating when using Get Next
« on: September 01, 2019, 09:32:18 PM »
No I don't believe it does (Although haven't tried it).  I've always premade my arrays or had an action to create one. 

12
PlayMaker Help / Re: Array values not updating when using Get Next
« on: September 01, 2019, 09:05:29 PM »
That would be it then.  Need to have an array to edit the array :P

You can create arrays on the fly with actions or pre-make them on game objects. 

13
PlayMaker Help / Re: Array values not updating when using Get Next
« on: September 01, 2019, 08:31:37 PM »
Heya,

On the array component itself, do you have "Live Feed" check off?(Or something Live can't remember whats it called off the top of me head) 

I just re-read your issue and realize you were getting the right int but the array wasn't updating.

14
PlayMaker Help / Re: Array values not updating when using Get Next
« on: September 01, 2019, 08:08:37 PM »
Heya,

I feel like you may not be using the action correctly but I can't tell from the picture.  Can you link all the FSM in the picture so I can see how your set up is?

Array get next just finds the first Index you got listed (having it set to 0 grabs the first on the list) and stores that value.  You want it to flow into another state to then use that value and apply your logic (setting Bool to true or adding 1 ect).  Then the state can flow back into the get next action for it to grab the next one in the list.


15
PlayMaker Help / Re: units attack each other / strategy game
« on: September 01, 2019, 07:58:58 PM »
Heya,

So this is a really broad question which is very situational depending on the project.  Is the shooting just a % chance (Similar to Xcom Style games) or is it actually manually aimed as a FPS?  Does the unit have range or need a clean line of sight to attack?  There is a lot here to digest and not one simple post will be able to solve it. 

I'd suggest you break down the problem into steps and solve them in little chunks. 

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