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Messages - tim.holman

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31
PlayMaker Help / Re: Updating to 1.2 still not working!!!!
« on: October 05, 2011, 01:27:21 PM »
I figured it out! Just had to rename a script that came with another extension (mouseLook) which was conflicting with playmaker. Once I renamed it, problem solved, everything seems to work fine. Thank you for your help again, don't know what I'd do without you and/or Playmaker!! I'm sure I'll be back with another question sooner than later!

32
PlayMaker Help / Updating to 1.2 still not working!!!! [SOLVED]
« on: October 04, 2011, 02:05:59 PM »
I've been trying to update to 1.2 for a few weeks now, but it breaks my project every time! I'm getting many error messages, but this seems to be the most frequently occuring one:

DirectoryNotFoundException: Directory 'C:/Unity/CONC_Local003/Assets/playMaker/Templates' not found.
System.IO.Directory.GetFileSystemEntries (System.String path, System.String searchPattern, FileAttributes mask, FileAttributes attrs)...etc.

Please help! I am totally stumped on what these means, and what I need to do to fix it! Any help would be much appreciated. Thank you.


33
PlayMaker Help / Mouse Pick Event
« on: October 04, 2011, 10:04:14 AM »
I'm using the Mouse Pick Event action to trigger dialogue from my characters. The mouse pick event works fine on other objects in my scene, but for some reason, it's being very touchy when applied to a character model.
It seems that the mouse will only recognize the collider on my character model if it's on the lower half of his body, or if you're moving backwards...very strange. If I walk up close to the character model with the mouse on the upper half of his body, nothing happens. However, if I move the mouse down to the lower half of his body, the mouse over event IS detected. Also, if I put the mouse anywhere over his body then move backwards away from him, it is again detected. I have tried both a capsule collider and a box collider, but both seem to be having the same problem.
Has anybody ever experienced an issue similar to this? Any help would be much appreciated. Thank you!
~Tim

34
PlayMaker Help / Re: Power/ accuracy bar
« on: October 04, 2011, 09:51:40 AM »
I thought about doing it this way, however, the bar resets when going to a new state. For example: You're in state 1 and the bar is moving back and fourth. As soon as you click a button to determine power, the value is stored and you enter the next state. The problem is, rather that continuing on its course, the bar resets itself (starts back at 0). I'm not quite sure how to set the float value so that the bar would continue on it's normal path.   

35
PlayMaker Help / Power/ accuracy bar
« on: October 03, 2011, 08:02:27 AM »
I'm trying to create a power/accuracy meter very similar to the one used for a kickoff in Madden football. Basically, a bar starts at the far left, and rapidly moves to the right side (where the player must click while the bar is close to full power). Then, the bar falls back to the left where the player must click again to determine the accuracy of the shot.

My issue is that I'm using the same button (left mouse) for both of these clicks. How do I store a value the first time the player has clicked, then store a value AND send an event the second time clicked? In other words, the player must make two clicks before sending an event and entering another state. Any suggestions as to how I might go about this would be greatly appreciated! Thank you!

36
PlayMaker Help / Applying force
« on: September 26, 2011, 10:29:53 AM »
I'm currently working on a golfing mini game that requires force to be added to the ball in a given state. I've added the appropriate amount of force and the ball does react as I desire. The problem is, it never stops rolling afterwards! No matter how much I crank up the drag and angular drag values under the rigid body settings, it continues to roll. I've also tweaked the values under the physics material, but it doesn't seem to help. I've ensured that "every frame" is unchecked under the add force action. I've tried applying force, accerlation, velocity change, and impulse, but they all seem to be reacting exactly the same.

The strange thing is, it seems to gain speed as it's rolling. I had it all working correctly before, but had to make some changes to the FSM's for practical purposes. Now I cannot seem to figure out what it is that I broke? Any ideas or suggestions would be greatly appreciated!! Thank you.

37
PlayMaker Help / Re: Mouse Over event
« on: September 23, 2011, 03:20:53 PM »
Thank you much qholmes, Mouse pick does seem to work more accurtatley and consistently!

38
PlayMaker Help / Mouse Over event
« on: September 23, 2011, 07:49:11 AM »
 I've been having some issues with the consistency of the "Mouse Over" event. I'm using it in a golfing game where the player clicks on the ball, goes into golf mode to strike the ball, then comes back out of golf mode so that he can navigate to wherever he hit the ball. This all works completley fine. The problem is, when the player has navigated his way to the ball he has just shot, the "Mouse Over" event doesn't always work. It does work sometimes, just not all the time.

Has anybody else had a problem with the consistency of the Mouse Over event? Any suggestions as to how I can fix this problem would be greatly appreciated! Thank you. 

39
PlayMaker Help / Creating arrays: Weapon/club selection
« on: September 16, 2011, 01:14:14 PM »
I'm trying to allow the player to scroll through a list of golf clubs (Driver, Iron, Putter, etc.) using the mouse scroll wheel. So far, I've set up an integer variable called "Club Number" and told it to add one when the scroll wheel goes forward, or subtract one when it goes backwards. My question is, how can I associate each club with a specific integer (For example: Driver = 0, 3 Wood = 1,.....Putter = 12). Is there a way to set up an array? My initial thought was to have the player scroll through the array, then left click to select, then go to a different state to set everything up for that club (gui image displayed, amount of force to be added, etc.)

Maybe I'm not on the right track here... does anybody see a better way to do something like this? Any help would be greatly appreciated. Thank you!!!

40
PlayMaker Help / Re: Gui Layout "Layout Options"
« on: September 15, 2011, 10:15:19 AM »
Huge help, I should have looked at the Unity docs before!! My problem was that I was using labels and trying to adjust width when I should have been using boxes. Thanks for the help!!

41
PlayMaker Help / Gui Layout "Layout Options" [SOLVED]
« on: September 14, 2011, 01:07:04 PM »
I'm currently working on a gui using the GUI Layout actions to create a golf score card using several labels. I haven't yet been able to figure out how to manipulate the layout options. No matter what I try, it does not seem to have any effect on the gui. How are you suppose to use this feature?

42
PlayMaker Help / Re: Can't Download 1.2
« on: September 14, 2011, 08:47:46 AM »
I am having a similar problem. It was telling me I was already up to date, yet I was still using version 1.1.

Another thread suggested I "reimport all," then try to update to playmaker 1.2. So I tried that, but to no avail.

Once I downloaded it, it broke my project. I now have a long list of errors. Not only can I not play the game because of compiler errors, but Playmaker (along with several other extensions like Easy Roads) seemed to remove itslef from the project all together.

What to do?!?!?!

43
PlayMaker Help / Re: How to change variables at runtime
« on: September 08, 2011, 07:42:52 AM »
Thanks!

44
PlayMaker Help / How to change variables at runtime [SOLVED]
« on: September 07, 2011, 02:42:44 PM »
I've been working on some camera functionality using Playmaker and I would like to know if there's a way to access variables strored in other scripts. For example, I'm using the "Smooth Follow" script and I need to change the target variable at run time (from "Player" to "Golf Ball"). Is there a way to change the target at runtime or do I need to set up another camera?

45
PlayMaker Help / Rotate around game object
« on: September 06, 2011, 01:00:53 PM »
How do I force an object to rotate around another game object? In other words, how do I set one game object to be another game object's center of rotation (or pivot point)? For instance, take a golfing game. The player must rotate AROUND the ball in order to aim in a certain direction.

I've tried setting the pivot point object as the parent of the rotating object, but that didn't change anything. Any ideas as to how I can achieve this?

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