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Messages - upOwlNight

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I'm using array list sort. I need to sort the list, then use array list get. My problem is if there is "array list sort" in my action I can't go past it.

My next action is send event but it never gets there. I hit pause and look inside the FSM and I see Array list sort with a green checkbox, which I thought meant it was happening every frame. How do I get to the next action when using an array list sort?

PlayMaker Help / ArrayMaker - PlayMaker events - Enable Events
« on: March 03, 2014, 10:19:56 AM »
I'm having some trouble with the wording here. In my playMaker Array List Proxy Script I've enabled events in the inspector window under the dropdown Playmaker Events. 
I've added an event to "add event" this fires off nicely every time something is added to the list. I'm having some confusion though over the words that appear when I hover my mouse over "add event" They say: "event data filled with the item value". Can this whole tab be explained? I would love if when I clicked the ?book icon in the top right corner next to the gear if I could get an explanation page like most other playmaker things. 

All I'm trying to do is when an item is added to the list send an event that sets that item to a gameObject variable called "addedToList"

Holy crap! So simple! I know that's going to work, thank you so much. I just didnt have it scaled right I bet, the 1:1 ratio. What was I thinking. Thanks again!

ah, a response! thank you! so I created an object in a 3d application, and set the anchor point to one end of it. My raycast returns a hit distance of 180. If I apply that distance to my scale it doesn't scale the object up nearly enough. Im thinking the distance and scale aren't related. Did I miss something?

Scratch the particle idea, the cube was just a spawn point. Created a cube (or empty game object) spawn from it. Kinda clunky, but nevermind the particles.

I'm still stuck here guys. My temporary fix was kind of cool, but not what I need :(. I wont bump anymore.

to re-iterate, I just need to create a new object with dimensions to be the length of a my raycast, and width of my choice.. hmm this way of explaining gives me some ideas.

PlayMaker Help / Re: Destroy self don´t work
« on: August 19, 2013, 03:36:07 PM »
actually I think I was wrong there. How about storing what you click on using mouse pick? These two tutorials kinda cover the same thing differently, but they are VERY helpful and not too long.

PlayMaker Help / Re: Destroy self don´t work
« on: August 19, 2013, 02:59:30 PM »
I'm just an amatuer, but i THINK this is your answer.

When you create an object, store it as a variable (say enemy for example). Now each block spawned will have its own variable called "enemy"
now when you click it you can solo it out based off that variable and destroy only that one.

here, a quickfix update for anyone else looking for this answer. This is a temporary solution that I may keep and enhance if I cant find another solution:

  • I used raycast to store a vector3 with the collider it hits.
  • I stored the vector3 into a variable called ray_hit
  • Created a game object (simple cube in this case) at position: ray_hit
  • Store that game object in the create object settings under ray_spawn_point
  • Used "Look At" to have ray_spawn_point look at taget object (gun)
  • Used a second "create game object" to create a particle system (made into a prefab) called "gun particles"
When I press the mouse button now a stream of particles jets from a dead body to my soul gun

Example: I want to shoot a Laser from my soul stealing gun to dead body. soul gun is point A, body is point B.

Ideally I'd like to have an object, say a capsule, with a fixed radius scale from my gun to the body.

I know how to use raycast to get the B location, and how to spawn it from the gun for my A location, I just cant figure out how to fill the gap with the laser beam.

Thoughts and ideas are welcome, keep in mind I'm looking to solve this using just playmaker

I really appreciate the help man. I'm going to suck it up and invest some time into learning more of unity. There's never an easy way around anything it seems. I was playing in GameSalad before I found Playmaker; It's pretty amazing how much goes into something that "seems" simple. I guess all hard work done by a game dev, or programmer will go un-noticed by the common folk :P.

JEAN! the way you and Alex help people on the forums is blowing my mind! You guys are gods.

I'm glad you had the time to respond to me. I've been on vacation, but back at it again now. I've read through all the forums and other post links that branched off of the one you gave me, but I think here's my biggest problem: I have no experience in Unity3d. When I see these scripts I get very intimidated. I'm never quite sure what to be adding them to, and then how to properly manipulate them.

All I need to figure out is how to store the mouse position into a variable, and then make a gameObject rotate to face that object constantly. I would then use, say "w" to thrust in the position the ship is facing. I couldn't figure out how you stored these coordinates with the package you linked me to. I've been at it all day!

I feel a bit embarrassed that there isn't another single person out there trying to figure out what I am... It makes me think it is sooooo basic that it is just looked over, yet I missed it.

ok, last thing, and from here on out any replies from me will be short and to the point, I swear.

I used "get mouse x" and "get mouse y" to store to variable "mouse x" and "mouse y" in an FSM on a empty game object called "mouse info"

Next I made a global variable called "mouse vector" and used "get vector3 XYZ" and input "mouse x" and "mouse y". Left z blank. This looked like a setup you had made.

I then went to my ship and tried all kinds of actions: look at, rotate to, set rotation, and even messed around with converting vector3 to angles. I used the global variable, "mouse vector" as the position to look at.

The best result I could come up with is a ship that rotates 15 degrees either way, but will not lock on to my mouse. It just slightly rotates back and forth a little bit :(.

Is there really not a simple way to have an object face the mouse without using custom scripts?

I'll be trying to figure it out while I wait. If I get it, i'll post my solution. Thanks!

PlayMaker Help / Locking game object rotation/upVector to mouse position
« on: January 20, 2012, 02:35:53 PM »
What I want: I want to make a side scroller. The camera is on top looking down at my space ship. I want my space ships up vector, or nose, to face my mouse position.

Thoughts: After trying everything I could think of, I feel I got the closest when I stored my Ships Vector3 to a variable called shipPosition.
I used the action in an FSM connected to my ship called Vector3 Rotate Towards.
For Current Direction i added my variable "shipVector"
For Target Direction all I want to do is put in variables for x, y, and z. Why can't I do that?

I stored my MouseX and MouseY into global variables called mouseX and mouseY. I don't see the reasoning in not allowing me to call them instead of typing just one number. Sure, this is on option for a variable, but it HAS to be vector3, and I can't figure out how to get that more my mouse.

This honestly sounds like something that has to be done all the time, there HAS to be something built in playmaker, but i've searched everything.

Please keep in mind when offering advice, the camera will not be rotating or moving at all with the rotation of the ship. I cant just lock camera to mouse or something.

Thanks for reading. I'm looking forward to hearing replies. Sorry for the length, I wanted to be thorough.

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