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Topics - Adam Z

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61
I have a state with a 'Touch Event'. I also added a 'Get Touch Info' to store the touch location into a variable. I was storing it in a Vector3, but I only want to store the X and Z axis, not the Y.

On my Empty Game Object I have a 'Set Position', with Vector grabbing the position based on the Vector3 as above.

This works, except it's also including the Y position.  How can I set this up so I only get the X and Z position? The 'Get Touch Info' doesn't allow me to specify a Z axis so that doesn't help. Maybe I change change the world coordinates and switch the Z and Y?

Thanks!

62
PlayMaker Help / How to switch objects with GUI buttons? [SOLVED]
« on: May 08, 2013, 11:40:57 AM »
I'm creating a dice rolling app and I have 3 GUI buttons. Each button will allow the user to choose a dice, so there are 3 different dice objects.  After you select a dice, I would like the user to tap the screen and the dice they chose would drop from that tap location. 

I can setup a bunch of states, but I'm sure there is a cleaner way by using variables, maybe Booleans? Any advise would be greatly appreciated!

63
Android Help / Does Playmaker have Android Touch Functionality?
« on: April 30, 2013, 01:09:10 PM »
I'm going to be creating a dice roller in which you choose a dice, tap on the screen, and it drops the dice with a random rotation on a surface. Easy enough.

The question I have; does Playmaker have any touch support already built in that will allow me to do the above?  I saw they have the iOS Fundamentals tutorials, but I wasn't sure if those work on Android also. If not, should I purchase Input.Touches to make my life easier?

Any help/thoughts would be much appreciated!

64
PlayMaker Help / How to setup a slider using Mega-Modifiers Morph?
« on: April 08, 2013, 07:04:52 AM »
I have the two .cs scripts within my Actions folder. I read this:
"Create a Fsm Object variable, set its class to "MegaModifier", point it to the gameObject you want to control, and then use the action "set property", use that Fsm Object you have created, and you will access all the properties ( including the one I expose in this action). so you can pretty much control any component ( not just Mega Fiers ones)  anything this way."

This is a bit confusing to me, but what I have done so far is on my Game Object with Mega Morph applied, I have a 'Megafiers Set Morph Percent By Name' attached. That is set to my morph name.

On my Camera I have a 'GUI Horizontal Slider' applied in which I needed to create a Float variable for it.

Do I attach the variable 'MegaModifier' to the Game Object or the Camera? And how about the Set property Action?

I tried various combinations and I can't get it to work. Any help would greatly be appreciated!

65
PlayMaker Help / Mecanim and Playmaker?
« on: February 21, 2013, 08:30:05 AM »
I have a Mouse Look action attached to my character, allowing it to rotate 360 degrees, thus rotating the character to face whatever direction.  What I'd like to use is Mecanim animation instead to drive the turning motion, so when I move the mouse left I would like to play a Blend Tree. Is that possible?

Thanks!

66
PlayMaker Help / Conceptualize GUI setup help...
« on: February 12, 2013, 10:50:59 AM »
Im working on a Character Creator and I would like some help to conceptualize on how to build certain functionality using PlayMaker.  I would like 2 sliders, one for "strength" and one for "speed".  When you slide either or, the other would get effected.  Say they have a value of 10, and they both start off at 5. When I slide the "Strength" to 7, the "Speed" slider would show a 3.

I have two Float variables, one for speed and strength.  What would I use to get the adding/subtracting functionality? Also, I would like to store those globally, so after character creation those numbers would translate into the character controller in-game, for speed as an example.

Any thoughts would be appreciated! And if anyone has some good vids to check out to learn this a bit better, please share the links!

Thanks!

67
PlayMaker Help / GUI won't show in the in Game Window...
« on: February 12, 2013, 10:19:50 AM »
I have the PlayMakerGUI added to my scene. I created an FSM on the Camera, added a GUI Horizontal Slider, and it will not show in the Game Window, only when I hit Play will it appear. It's difficult to edit positions of my GUI elements when I can't preview it. What am I missing?

Thanks.

68
PlayMaker Help / GUI Scale Object Help
« on: January 09, 2013, 11:41:20 AM »
Im creating a slider to scale my character. 

I have a Scale (Float) Variable.
I have a GUI Horizontal Slider with Scale in the Float.
I have a Set Scale with Scale in the Float for X, Y and Z.

When I play it the object is at a 0 in size (XYZ), and when you slide the slider to the far right the object is at a .4 (assuming 1 would equal the normal size).

Any thoughts as to how I set it up so the object starts at the normal size of 1, the slider nob is in the middle, and you can scale it in either direction (left for smaller/right for larger)?

Any help would be appreciated! Thanks.

69
PlayMaker Help / Camera Zoom In and Out...
« on: January 09, 2013, 08:30:52 AM »
I'm designing a character creator. I would like the user to hit a key and the camera will zoom to the head, and when you click another it will zoom back out to the body.

I have two 'Empty Game Objects'; one for the head and one for the body. Those 'Game Objects' are parented to the main character, that way if I allow the user to scale the model those will also scale as well, that way I dont have to change the position of those.  I have an 'iTween Look To' to allow the camera to focus on each game object. That works fine.

I'm having difficulty figuring out the best way to create the zoom ability.  It needs to translate in both the Y and Z, as well as change the rotation slightly. What would be the best action to accomplish those? I thought about using the 'Get Camera FOV' which would work, but I can't figure out how to animate that giving a nice ease in and out depending on what you're looking at. I was thinking about using the 'iTween Move To and From' but those have me confused.  I dont want to give it a fixed numeric for the translate and rotate, since that would cause issues if/when the character is scaled.

Thoughts?

70
PlayMaker Help / Playmaker rotation help please... [SOLVED]
« on: January 09, 2013, 07:35:37 AM »
Im new to playmaker and I'd like to to rotate a GameObject around the Y axis, having the 'A' and 'D' keys determine the rotation (left/right). I have no problem setting up the keys, but the iTween rotations confuse me. What I would like to do is that when you press and hold the 'A' key, the object begins to slowly rotate left until it gets to it max rotation speed, and when you let the 'A' key go, it will slow down with a smooth transition, instead of just stop abruptly.

I tried the 'iTween Rotate By' action. That sort of works. I have it store the rotation in a Vector3, with an Ease In Sine. But when it completes the full 360 degree revolution it stops, pauses and starts again instead of continuing to rotate until I let go of the 'A' key. It seems to be the Ease Type. When I choose Linear it keeps looping. Is there another setup to allow for an Ease In when pressed, and Ease Out when de-pressed?

Derkoi suggested using' iTween Rotate Add' instead. Do I need to include something for the Events, or leave that blank since it won't rotate at all?

Thanks!

71
PlayMaker Help / First person character controller help
« on: October 12, 2012, 09:07:39 AM »
First I'd like to say Im new to Playmaker.  

Im using the sample character controller provided which provides movement, but no mouse look.  What Im trying to achieve is a mech style game-play with a torso that rotates.  I would like to have it work like a typical character controller, where you look is where you're going to move, etc.  But if you hold down the middle mouse button, the torso will rotate up to a fixed angle along with the camera. When you un-click the mouse button, it will snap back to the original position with a nice tween. So you're headed in one direction, and when you click and hold the mouse button your torso with the guns and camera will be able to look/shoot in various directions, but continue along the same direction as before you held-down the button.

Right now it sort of works.  I have 5 meshes: a cylinder, legs, torso, gun, head.  The cylinder is the character controller with the sample scripts attached.  That has the forward, back, and strafing movements. That works.

The gun and head is parented to the torso, along with the camera.  Attached to the torso is 'Mouse Look'. So the rotation of the torso is correct.  So now I can move in one direction and look anywhere.  Although the mouse look (Y axis) is inverted, and the only way I can seem to change that is within the input manager.

  • I want to add an action; 'Get Key Down' to allow the torso to move independently when a key is pressed.  How do you link that Action with the 'Mouse Look' Action?
    .
  • And how do you allow 'Mouse Look' to work when you're not pressing the mouse button, so you want to be able to control the direction of the mech?

Any thoughts or suggestions would be much appreciated!  Thanks!!




72
I'm a noob coder.

One of the things that I'd like to buy playMaker for is creating a first person controller for a mech style game.  Part of the controller would allow you to rotate the top half of the mech at the waist a certain degree while holding down a button (still moving the original direction), and after releasing the button it'll "snap back" with a smooth motion to the original forward facing position.  Is that something that's possible with this?


Thanks!

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