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Messages - Aaddiction

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I might be in the wrong here and just had a dream about it, but I think there was an option in playmaker to see what is the value or a given variable changed during playmode state window of playmaker.

For example I am adding 1 to an int and I want to see the value of this int in the same window, just as a log info, instead of going to the global variables tab and search for this specific int.

Is that possible?

PlayMaker Bug Reporting / Re: Set number of action slots not working
« on: August 01, 2019, 02:22:13 AM »
Yes, using the latest version. And no, it's not a prefab.

PlayMaker Bug Reporting / Set number of action slots not working
« on: July 26, 2019, 09:41:21 AM »
Sorry for the confusing title, but here's the issue - events where you can set number or slots for variables is not working when you click enter, you need to click on or out of the action instead.

Example: send random event - the events field is 3 by default, if I want to set it to 5 I can't by typing 5 and pressing enter. Instead, I need to type 5 and click away or on the action name with the mouse. Then I get the 5 slots for random events.

Happened when updated from Unity 5 to Unity 2018.

PlayMaker Help / Re: Chance of success logic from percentage.
« on: July 21, 2019, 05:25:45 AM »
Thanks. Concept is clear, here's how I did it.

1. Player buys upgrades and those upgrades rise the chance of success in percentage from 0% to 99%. So here we have int1 - actual chance.

2. We define int2 - hypothetical chance, which is a random int between 0-99.

3. We compare int1 and int2 and if int1 is equal or lower/higher than int2 we fail/succeed.

So yes, it's what you described as well.

PlayMaker Help / Chance of success logic from percentage.
« on: July 21, 2019, 03:21:06 AM »
Could somebody steer me in the right direction how to do the following.

We have a chance of success between 1% and 99%. How to make in PM that the higher the percentage the higher the chance of success and vice versa?

Feature Requests / State groups in FSM
« on: July 19, 2019, 01:20:11 PM »
Sorry if there is already such feature, but I can't seem to find it.

Can we please be able to group different states in a single FSM?

Like here:

PlayMaker Help / Fake car gearbox with Playmaker
« on: December 01, 2018, 02:19:57 AM »
Hi all,

I'm trying to create a car gearbox with engine RPM, Gear Ratios, Final Ratio and Speed of wheels.

I don't want it to be physics based, but pure mathematical formula/correlation.
I'd like to have the following values:

Code: [Select]
RPM = 1000 to 8000 (rpm)
Engine Power = multiplier of the rpm per second (curve based)
Gears = 6 (number of gears)
Gear Ration = 2 (1st); 1.8 (2nd); 1.6 (3rd)...
Final Ratio = 1.5 (fr)
Speed = fixed value based on the RPM x Gear Ratio x Final Ratio

First what should be the math formula I need to use and how to translate it into movement?

Code: [Select]
(RPM x engine power (curve value)) x GR x FR = Speed (float) => translate object
How to shift from gear to gear so it's synchronized with the speed, and how to simulate that with higher speed and gear the rpm multiplier to be less?

Lot's of questions, but would appreciate if you give me the right direction.

Share New Actions / Re: Get Axis to Button Down
« on: October 01, 2018, 11:35:39 AM »
Thank you for the actions. Please keep sharing them as much as you like, thank you again.  :)

Action Requests / Activate Multiple Game Objects.
« on: April 30, 2017, 06:10:46 AM »
There was such action long ago, but I can't find it and don't know if it still works.
Very often I need to activate multiple game objects and the only way to do it is with multiple Activate Game Object actions.

Is there an action for activating/de-activating multiple game objects please?

Thank you.

User Showcase / Re: Invicta Beam (PC)
« on: April 10, 2017, 01:23:10 AM »
Thank you, without yours, the forum help and Playmaker as product this wouldn't be financially and emotionally possible to put together.

User Showcase / Invicta Beam (PC)
« on: March 31, 2017, 04:40:12 AM »
If it wasn't for Playmaker, the game would've taken twice as long to make. Simple as that. Used mainly for the game logic.

Share New Actions / Re: Flight path action- pathfinding for flying objects
« on: February 28, 2017, 04:05:37 AM »
You are amazing! Thank you!

Thank you, it works!

I'm trying to work with arraymaker. I set the array list proxy and want to get object form there with PM action. All actions require the Array, but when I try to set it it has only the NONE dropdown option.

Shouldn't I be able to drag and drop the array list in there?

Thank you!


It seems to work in the attached scene. Maybe when the project/FSMs get bigger and more complicated I do something that causes this behavior, but as you said I will try to find out what is it when debugging.

Thank you.

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