playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Athin

Pages: 1 [2] 3 4 ... 7
16
Playmaker Help / Re: Playmaker loses focus when editing FSM
« on: March 17, 2019, 03:38:09 PM »
Hey guys,

Thakns for the response. I'm not sure the exact version I got (Currently at work) but would be pretty up to date as I've only updated it last week.

I'll try to close some of my editor windows down and narrow it down to which one (If thats the issue)  I do have the global one open and tend to have a ton of windows in general open too.  Next time I sit down on it, I'll see if that helps.

Thanks guys.

17
Playmaker Help / Re: Playmaker loses focus when editing FSM
« on: March 17, 2019, 04:14:07 AM »
Going to give this one a bumb as this problem seems to be getting worst and I can't find a solution.

I've been typing in the FSM descriptions to then copy and paste it into the FSM name for a quick go around but now suddenly that isn't working anymore.  Again it seems like I can type in 1-2 letters before Unity acts like I clicked off of it.  I've tried updating and new projects but nothing helped. 

Has anyone else experience this or found a fix for it?

18
Playmaker Help / Re: Random event with condition
« on: March 13, 2019, 07:50:08 PM »
Hey there

You'll need a few different things going to get what you want.  First I'd make an array that containers all of the events you want to fire off.

I believe there is an action for Pick Random Event (Not sure of exact name) to randomly pick an event.  The tricky part will be converting that Array from earlier into that action (I'm thinking using the Array get next action to grab each available event and plug it into the random event action).

After that is set, a simple Int Add and Int compare  can be use to have it limited to X amount of times used.  Once its been used up, a simple array remove action to stop it from happening again.  Once all actions are used up, reset all the Int values to 0 and repeat.

At work currently so can't fully dive into it but that's my first thought on it and hopefully points you in the right direction.


19
Playmaker Help / Re: Playmaker loses focus when editing FSM
« on: February 26, 2019, 07:53:29 PM »
Has anyone else experience this or better yet knows a fix?  Issue keep appearing and its a huge pain to work around currently.

Any help would be greatly appreciated!

Thanks

20
Playmaker Help / Re: AI(navmesh agent) flee from player
« on: February 24, 2019, 04:14:21 PM »
Hey there,

What do you intend to happen once the enemy hits the edge of the map? 

21
Playmaker Help / Re: Playmaker loses focus when editing FSM
« on: February 24, 2019, 04:46:52 AM »
Funny you say that as this issue has just....disappeared.  Was just trying to work through it with Copy and paste to kinda side step it. When I forgot to do that and just tried to rename a state, it worked fine.  Issue seems to be gone for now for whatever reason but I fear it may return once I start up again tomorrow.  Would still like to know a fix for this if/when it comes back.

Thanks

22
Playmaker Help / Playmaker loses focus when editing FSM
« on: February 24, 2019, 12:22:50 AM »
Hey guys,

I've updated to Unity 2018.3.2f1 and just did a new playmaker install as well on my old project.  Now with the new prefab system, any time I try to edit a string in the FSM's, it tends to de-focus after I type in 1 or 2 letters.  Renaming the FSM for Ex will cause this. 

If I drag it into the scene, I can edit the instance and drag it back into prefab but now I get a warning for every change I make in the game object.  Its getting really bulky trying to do anything in this system.

Is anyone else having similar problems or know a way to fix this?

Thanks

23
Playmaker Help / Re: How to lock camera rotation
« on: February 20, 2019, 07:27:49 PM »
Hey there,

It highly depends on what your set up is and without knowing more about how your project works makes it hard to solve.

I'm guessing that your mouse controls your camera and when you open the inventory, you want it to stop controlling it?  If thats the case then a simple bool check can solve that.  When the user goes into the inventory (Or any menu you want this for) Set a Bool on the camera to True. 

Then the camera can have a simple Bool check where as long as that bool is False, the camera is free to move otherwise disable input.

Hopefully that will help or at least point you into the right direction.  If I guess wrong or didn't help try to explain the project a bit more so I can try to help again.

Thanks

24
Playmaker Help / Re: Need some Help With Create Object/Spawn
« on: February 11, 2019, 08:57:29 PM »
When he is talking about the "Game Manager" he is referring to just an empty game object in the scene.  You can create one and name it Game Manager (Or whatever you like) and throw an FSM on it.

Using the Send Event action, you can communicate between the player character and this manager.  Doing this for example you can then use the player to track its current health.  Once it drops below zero, it will then "Sent Event" "Death" to the game manger.  Now the game manager kicks in and does whatever you want to happen when they die while the player character does whatever you want as well.

This is all VERY depending on your set up but that can be a good start.

Let me know if you need more help/explaining.

25
Playmaker Help / Re: Camera zoom 2d map
« on: January 30, 2019, 05:40:05 PM »
Hey there

I think its the Get Axis action you're looking for if I remember correctly.  That will put out a .1 or -.1 depending on which way the wheel spins.

At that point just need some simple compare actions to tell if the user is still scrolling and if so, continue moving the camera.

Hope that helps.

26
Playmaker Help / Re: Advice for handling Combat
« on: January 28, 2019, 04:55:49 PM »
Hey Jean,

What do you mean by Sqr distance?  Is that just simply the Get distance action your talking about or something else? 

I'm trying to avoid trigger boxes as I feel that will get crazy with all the collision boxes on each unit.  I'm looking at around 1,000 units possibly that may be constantly checking so I don't think having a trigger box would be good.


27
Playmaker Help / Re: Array of GameObject
« on: January 27, 2019, 09:58:08 PM »
You need to find those actions on the Ecosystem. 

https://hutonggames.fogbugz.com/?W1181

Once you have that on you're project you can search for ArrayMaker and that will give you tons of more options to use then the standard array actions. 

Definitely worth getting that set up as you'll probably need a ton of actions found on that as well.

Thanks

28
Playmaker Help / Advice for handling Combat
« on: January 27, 2019, 09:35:27 PM »
Hey guys

I'm making a RTS style project with large scale battles and I am looking for some help with the system.  I'm looking to make similar combat like the Total war series and was wondering what was the best way to tackle this?

Currently I'm thinking placing each unit in the squad in an Array.  Using the "leader" unit in each squad Array (Index 0 unit) and compare his distance to each eligible "Enemy" unit.  If he is within X distance then send event to the squad to start combat otherwise keep checking.

I can see this system having some odd results though depending on how wide the formations are set up and what angle each squad comes in at. 

I need something that doesn't require each unit to constantly be active looking for enemies as I'm planning to have quite a few units in play at once

Anyone have any suggestions?

 

29
Playmaker Help / Re: Array of GameObject
« on: January 27, 2019, 07:46:52 PM »
Hey there.

What I'd do is simply have another trigger that fires off when an enemy leaves the trigger box.  When an enemy leaves, store that unit and then fire off an event to an Array List Remove action using that game object you stored as the target.

30
Ok I think I can see the issue you got. 

Tutorial Question FSM is immediately checking the Bool and (I'm guessing) is seeing that it is False right away by default so fires off the event. 

What you need to do it only have it check the bool once a button is pressed.  On both your Yes and No FSM have an "Send Event" action at the end of it to the Tutorial Question FSM.  In the Tutorial FSM have State 1 Listening for that event.  Once it receives that event (Player clicks on yes or no) have it flow to state 2 to check the Bool value.

Hope that helps!

Pages: 1 [2] 3 4 ... 7