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Messages - tim.holman

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16
PlayMaker Help / Re: Freeze Fsm
« on: January 03, 2012, 12:48:05 PM »
Thank you so much for beta access! Much appreciated. I have poked around a bit trying to figure how to tag an fsm so that it resumes from the last active state, however, I haven't figured it out yet. Is there an action I need to add to use this functionality? I used the action "Enable Fsm," then I set "Reset on Exit" to true. Now I just need a way to tell the fsm which state to start from when it has been reset. Thank again, you've been a HUGE help!

17
PlayMaker Help / Re: Freeze Fsm
« on: December 21, 2011, 08:31:13 AM »
I'm not on the beta list, however, I would really like to be!

18
PlayMaker Help / Freeze Fsm [SOLVED]
« on: December 20, 2011, 02:23:12 PM »
I've been having some difficulty with Fsm's when pausing the game. I'm using "Enable Fsm" to turn the fsm's on and off when switching between Pause and Unpause. This, however, resets the fsm so that it goes back to its starting state when unpaused. I need to have them freeze in there current state when paused, then resume from that state as normal when unpaused. I've looked around the actions list a bit, but couldn't come up with anything. Any suggestions as to how I would go about solving this problem? Thank you in advance!!

19
PlayMaker Help / Re: GUILayout Begin Area
« on: December 20, 2011, 02:18:18 PM »
I was able to get it working. I actually redid the card all together, which made it much easier. I'm still a bit confused as to why it wasn't working correctly in the first place, but it's no longer an issue for me. Thanks again Alex!

20
PlayMaker Help / Re: GUILayout Begin Area
« on: November 23, 2011, 08:39:26 AM »
Alex,
I did try putting the GUILayout Begin/End Centered actions within the GUILayout Begin/End Area actions. Still no difference. The only way I've figured out to move this gui at all is through the Hud Skin I've attached to it (through Playmaker). This won't work, however, because it's using absolute values for screen positioning. (B.t.w. I just recently applied the skin, so that can't be at fault for my positioning issue.)

I will take a look at your example scene when I get a moment and get back to you if that's not working properly. Thank you very much for your help, can't tell you how much I appreciate it!

21
PlayMaker Help / Re: GUILayout Begin Area
« on: November 21, 2011, 08:28:02 AM »
I did indeed try GUILayout Begin Centered, however, that did not seem to affect it one bit. I even tried moving it up and down in the action list for that particular state, but it never actually centered anything.

22
PlayMaker Help / GUILayout Begin Area [SOLVED]
« on: November 18, 2011, 03:19:19 PM »
I'm setting up a golf scorecard using the GuiLayout options. I have a number of boxes that are being organized through a series of "GUILayout Begin(End) Vertical" and "GUILayout Begin(End) Horizontal" actions. (This has allowed me to create columns and rows, similar to a spreadsheet.) At the beginning of all of this though, I have a "GUILayout Begin Area" (along with an "End Area" to cap it all off). As I tweak the values under the "GUILayout Begin Area," nothing happens. I have messed around with every variable, including layout options, but nothing seems to happen at all. When I disable the "Begin Area" action, the scorecard still works fine for me, however, the Playmaker Fsm is outlined in red, indicating an error.  F.Y.I., I'm trying to center the scorecard in the middle of the screen, but it refuses to move from the upper left corner no matter what I do (including "GUILayout Begin Area Centered").

Am I missing something here? How do I manipulate the positioning/ size of all of these gui elements? Am I correct in believing that this should be something adjusted under the "Begin Area" action? Any ideas would be greatly appreciated.

23
PlayMaker Help / Changing speed of "Animate Float" action [SOLVED]
« on: November 17, 2011, 10:13:16 AM »
I have a gui slider that I'm animating using "Animate Float." I've set up the animation curve how I want it, but I need to change the speed at which it animates depending on the number of enemies around. I tried using "Set Animation Speed," but that only seems to apply to game objects that have animations outside of playmaker. Is there a way for me to manipulate the speed (at runtime) at which my Gui slider bar animates? The only way I've figured out to manipulate the speed is by modifying the animation curve itself, which I cannot do at runtime. Any ideas?

24
PlayMaker Help / "Gui Vertical Slider" breaks "Mouse Over" event [SOLVED]
« on: November 10, 2011, 02:50:50 PM »
Having a strange problem with the Gui Vertical slider. When this is enabled, it seems to disallow the Mouse Over event. Therefore, I cannot click on any interactive object while the Gui Vertical Slider is enabled. Very strange...

Any ideas on what to look for here or how I might go about solving this problem?

b.t.w. The slider is being used as a placeholder for the health meter.

25
PlayMaker Help / Re: Set/lock mouse cursor
« on: November 10, 2011, 11:45:42 AM »
I've set up a cursor manager that is identical to that of the NoExit scene, the only difference being the actual textures used. I have ensured that "Lock Cursor" and "Hide Cursor" are checked (although I've tried leaving "Hide Cursor" unchecked, but still get the same result... I'm still a little fuzzy on that). I've ensured that there are no "Set Mouse Cursor" actions in any other state except the CursorManager.

As I look at the CursorManager FSM at runtime, it seems to be reacting as desired. Global events are sent from other Fsm's, and the state is changed accordingly. However, even when it's in the "DefaultCursor" state where "Lock Cursor" is checked, it refuses to actually lock (until left clicking once).

I've also been having this problem in builds. When I first start up the build, everything works fine. After I pause and unpause, however, the cursor doesn't have the applied texture, just a normal cursor that won't lock in the middle of the screen.

Any suggestions would be greatly appreciated!!

26
PlayMaker Help / Set/lock mouse cursor
« on: October 25, 2011, 07:49:40 AM »
I'm using a reticule in the center of my screen as an aiming marker (it's in first person), and I have set the cursor and locked it, which works great. Here's the problem... after I pause and then unpause the game, the reticule will not stay locked in the middle of the screen! It moves freely about the screen and the player can freely move around the level as well. As soon as the player left clicks again, the cursor locks itself back into place as it should be.

My question is, how can I ensure the cursor stays locked in the center of the screen without having to click when I come out of pause? I've tried placing the Set Mouse Cursor in several different states, but nothing seeems to work. Any ideas how to solve this dilema?? Thank you in advance!!

27
PlayMaker Help / Re: How to recognize "Idle"
« on: October 18, 2011, 09:23:32 AM »
Thank you for your help again Alex, works great!

28
PlayMaker Help / How to recognize "Idle" [SOLVED]
« on: October 17, 2011, 03:51:03 PM »
I'm trying to set up an idle animation and audio clip to be played ONLY when the player hasn't moved the mouse or pressed any buttons or keys for at least 60 seconds. The only solution I've figured out so far is to get the amount of time in the current state, then compare that value to 60, and send an event to another state if that value is equal or greater than (60). The only problem is, the player can remain in the same state while moving around (in other words, they're not actually idle). How do I detect if the player has not had any input for over a given time, then send an event if true?

29
PlayMaker Help / Communite with animation curve
« on: October 06, 2011, 02:34:28 PM »
I'm using an animation curve to animate a gui horizontal slider from left (0) to right (1). I need to get two values; a power variable on the first click (when bar is on the far right side), and an accuracy variable on the second click (when bar is on the far left side). Think of the kick off mechanic in Madden, or the throwing mechanic in MLB the Show. Once the user has clicked once, it stores that float variable, and moves to another state where they need to click again (for an accuracy variable). However, I need the slider to always move back to the left (towards 0) rather than to the right (towards 1), which is how it's setup by default.

What I've done is set up a new variable called "Accuracy" and set it to equal the "Power" variable as soon as the new state has been entered. That way, the bar starts in the same spot it left off at in the last state. My problem is, I can't figure out how to tell it to go back towards zero. To sum it up, I need to figure out a way to communicate with the animation curve in order to tell it to go back towards 0...

30
PlayMaker Help / Re: Creating arrays: Weapon/club selection
« on: October 05, 2011, 03:28:08 PM »
May not be the best way to do it, but here's what I did:

-Setup a float variable for the value of the scroll wheel
-Use "Get Axis" to get the value of the "Scroll Wheel" (referenced in the input manager)
-Do a float compare for the scroll wheel value. If less than 0, send to scroll down state, if more than 0, send to scroll up state
-Setup an int variable for "WeaponNumber." In the scroll up state, add one. In the scroll down state, subtract one.
-In both the scroll up state and scroll down state, do an int compare for all weapons. (i.e. If int = 1, send to weapon1 state, if int = 2, send to weapon 2 state.) You'll also need to clamp (IntClamp) your "WeaponNumber" variable to a set range (which is the total number of weapons you have.) Finally, you'll need a transition for each weapon.
-In the weapon selected state, setup everything for the specified weapon (Damage, range, GUI, etc.) Then proceed to send an event to the original state, so that you can cycle through over and over again.

That's the basis of what I have setup. If you have any questions, let me know.

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