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Messages - Adam Z

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PlayMaker Help / Is there a Wait until Variable is populated?
« on: April 27, 2017, 07:59:35 AM »
Is there a way to wait until a variable gets populated before moving on to an event? 

I have a top level FSM Game Object that needs to be chosen by the player. I have a lower level FSM that is using a Get FSM Game Object. Since the top level might take a few moments before the player chooses, I would like the lower level FSM to wait before moving on to an Event. Is there a good node for that?


The problem is likely that there is a certain value for X where the switch is triggered in both states.

Make sure that you can only be in one state or the other, else it will flip between the states infinitely, causing the infinite loop error
That makes sense. Thanks.

I'm setting up a simple time-of-day.  I have 2 directional lights, that are facing opposite directions. One is for the sun, and the other the moon. I have 2 states; Sun and Moon.  My Direction Light rotates over time, and when it hits 0 on the X axis, I want it to go to another State. 

Right now I'm using a Float Compare, with Float One as the X rotation of the light that gets updated every frame, and Float 2 is at 0, with a tolerance of 0.1.  When the light rotates to 0 it should transition to the other state, but I get loop count error:
"Loop count exceeded maximum: 1000 Default is 1000. Override in Fsm Inspector."

What am I missing, or is there a better way to set this up? 


PlayMaker Help / Pie or Radial Menu that works with U Gui Component Proxy?
« on: November 22, 2016, 02:59:52 PM »
Does anyone know of a radial or pie menu asset that works with Play Maker U Gui Component Proxy? I just picked up UPie Menu and it doesn't seem to work.


PlayMaker Help / Re: Zoom with mouse wheel? [SOLVED]
« on: November 15, 2016, 08:21:14 AM »
Hi, sorry to open such an old topic but it seemed silly to start over!

I need to do exactly as outlined in the original post... but the solution no longer seems to work.  As far as I can see there is no option to get the FoV using "Get Property"... has this changed?  How do I get FoV now?

I don't have it open it front of me, but just create an FSM on the camera, select the Camera in the Hierarchy, using the Inspector Tab where the Camera is selected, drag the camera to the State tab in Playmaker. You'll get a variety of options.

PlayMaker Help / How to create a Raycast Line of Sight system?
« on: October 25, 2016, 08:37:31 AM »
After previous discussions months back, it probably was a good idea to detect if the NPC is close enough to the player AND looking in their field of view before sending a Raycast. If so, then shoot a Ray at the player to see if there are any obstacles in the way. Sebaslive suggested:

"taken from the unity answers:

You want to calculate the direction between the enemy and the player, get the forward vector of the enemy, and then use Vector3.Angle to calculate the angle.

Then you can check if the angle is less than whatever angle you want to be the enemy's field of vision (eg: a 20 degree cone, for instance), and if it is, then the player is in that enemy's field of vision.
so in playmaker terms, use the vector3 operator, set up two vector 3 variables and set it to Angle. Get the players vector3 and if it is in that range you use "You can Store Magnitude in Get Axis Vector and use Float Compare on that..."

and that is another way to do it!"

My Raycast works fine by creating an empty Game Object, parenting that to NPC, and adding a Look At, Raycast, and Game Object Compare Tag to determine whether the Ray hit the Player or another object such as a wall, then sending the result to an Event.

The problem I'm having is figuring out the Line of Sight like Sebaslive suggested.  I have a state prior to the Raycast State that Gets Position of both the NPC and Player. That gets inputted into the Vector3 Operator. I set the Operation to Angle, but I'm not sure what I need to do next. I can use a Float Compare, but that will still allow for detection if the Player is behind the NPC.  Maybe there's a better way to do it?

Any help would be appreciated. Thanks!

PlayMaker Help / How to move a game relative to the direction of another?
« on: October 19, 2016, 07:58:58 AM »
I have a two bone system; bone A and B.  Based on the direction bone A is facing, I would like to move bone B's position. So if bone A begins to face down, bone B moves away from A a certain distance. If bone A faces up, bone B moves closer to A.  Any thoughts on how to achieve this?  Thanks.

OK but what errors? I built them and I have no errors.
I didn't write them down since I purchased the developers Playmaker Actions. I did a fresh install, latest Dotween and installed the package found on the link provided. Im running Unity 5.4.1f1.

Looks like those Playmaker Dotween Actions have errors. I'll just pick up the ones from the Asset store.

I think you can use the free version for what you want to do.

the actions for dotween you can find here

Awesome, thanks. I noticed that the developer also has Playmaker Actions that you can purchase from the Asset Store. Any idea between the free ones you sent me a link to and the paid?

Thanks again!


You can use get/set vector 3 xyz.

But you should look into Dotween instead if itween, itween is very outdated and laggy

Thanks for the tip. I was looking at Dotween, are their Playmaker Actions already built-in? I didn't see it references on the Add-Ons page, nor could I find anything on the Dotween hompage under features. Can I use the free or do I need toe Pro?


It seems that I need to use a Vector Rotation with the iTween Rotate To.  Is there  way I can break up the rotations of XYZ, and then input that into the Vector3 variable before the iTween begins?  What I'm trying to accomplish is to only have one of those rotations fixed at 0, and the other two flexible and pulled from variables.  I'd like to use iTween for the Ease Type.


I have a sample actually but there is a bug on one of the ugui actions.

But it is working, only the states are swapping which should not happen.

I will send a bug report to jean tomorrow.

I have attached the sample Scene.
You need to have ugui proxy full installed from the Ecosystem

Thats exactly what I needed. thanks!

I will try to make a sample tomorrow.

Thanks, I wouls appreciate it!

I still can't get this to work. Does anyone else have a suggestion?  Thanks.

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