playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - iEpic

Pages: 1 2 [3] 4
31
Action Requests / Re: Chartboost
« on: February 20, 2015, 01:49:43 AM »
ok thanks for the info.

So if it fails to cache an add, does it make since to loop it back in the same state to try to load another ad until it succeeds?

32
Action Requests / Re: Chartboost
« on: February 19, 2015, 08:52:47 PM »
Hi,
    I'm a little confused on how to get this working right.
There is a lot of locations to choose from, but how does it know these locations in the game?
Like how does it know when you are in the main menu, or home screen, or when it's paused?

When my character dies, I want to give the option to watch the video ad to continue from that spot instead of restarting the level.
How do I setup the locations in my game. Like how could I setup the UI when you die to one of those locations?
I'm a beginner programmer so hopefully it's a simple task.
Thanks and I appreciate you taking the time to make these actions!

33
PlayMaker Help / Re: Setting Global GameObjects
« on: February 05, 2015, 05:35:02 AM »
Awesome!!

Thanks so much for your help!

34
PlayMaker Help / Re: Setting Global GameObjects
« on: February 05, 2015, 05:28:52 AM »
So doing find gameobject when the scene loads will be fine as long as it's not used a bunch of times.
How many times are we talking about?
Can I use it on 50 game objects and it will be fine, as long as it's at the beginning??
Thanks for your help BTW I really do appreciate it

35
PlayMaker Help / Re: Setting Global GameObjects
« on: February 05, 2015, 05:19:40 AM »
I thought it was bad to use find gameobject??

Remember reading that somewhere a long time ago thats why I never used it.

36
PlayMaker Help / Setting Global GameObjects
« on: February 05, 2015, 03:08:22 AM »
I'm having to set a lot of my gameobjects to playmaker global gameobjects, and I was wondering how I could set a global gameobject that is disabled.

For example...
I have a game object I want to start deactivated, but need the get owner to save it as a global gameobject. It won't save it if it starts off deactivated.

37
Hi,

 ok, please updated from the wiki, I added a new event "NGUI / ON CHANGE" which will work for UIInput as well as UIToggle.

 Bye,

 Jean

I can't find that in the actions...

38
PlayMaker Help / Re: Global Variables Are Bad???
« on: January 30, 2015, 10:37:31 AM »
How could I set a gameobject to a global gameobject variable if it is disabled?
I normally just use get owner, but when the gameobject isn't active it doesn't work.
As you can tell I am a noob. lol

39
PlayMaker Help / Re: Global Variables Are Bad???
« on: January 30, 2015, 10:11:13 AM »
It seems like when I use the set property, I always run into problems later on where it can't find the game object it used to be getting or setting from.
The only way I've been able to keep all the connections and not worry have to worry about losing them, is to set all the game objects as global gameobject variables.
Am I just doing it wrong, or should I be doing that?

40
PlayMaker Help / Global Variables Are Bad???
« on: January 29, 2015, 07:31:34 PM »
I read that using global variables are bad, but I'm always having problems with the game objects not being found without them so I've been using them.

Are global variables really bad like I've read?
 Thanks

41
iOS Help / Multitouch With NGUI + Playmaker Not Working
« on: January 21, 2015, 03:50:16 PM »
I've been stuck on this for the last 8 hours, and I have no idea whats wrong.

I have a run and jump button and It's not letting me press 2 buttons at the same time.
For example...
If I'm pressing the run button and try to jump, it will not jump unless my finger is off of the run button.
It works fine when I play in Unity, and when using Unity Remote on iOS, it also works fine.

The problem happens when I build and run, and try to test on an actual device.
I tried an iPad mini and an iPhone with no luck.

I have Multitouch enabled in the camera settings so that is not the problem.
I'm using "NGUI Events To Playmaker FSM Events" script, and my friend was suggesting it might have something to do with that.

I am completely lost and stuck trying to figure this out.

If anybody could help that would be awesome!!

42
PlayMaker Help / Re: NGUI - Combine actions of 2 buttons into 1 button
« on: January 14, 2015, 06:44:50 PM »
I got it working...
Was a lot easier and faster then I thought it would be.
I just copied all the "Ngui events to playmaker FSM events" scripts to one button and copied all the FSMs to one button and linked the correct FSM target and it worked. I was over thinking and over complicating a simple problem.

43
PlayMaker Help / Re: NGUI - Combine actions of 2 buttons into 1 button
« on: January 14, 2015, 06:28:06 PM »
I just found this thread and this is what I'm talking about but I want mine to activate both buttons at the same time.
I made sure the Z and depth are the same with both buttons but still only one gets pressed.

44
PlayMaker Help / Re: NGUI - Combine actions of 2 buttons into 1 button
« on: January 14, 2015, 06:24:03 PM »
If I could get this to work with just overlapping the 2 duplicate buttons I made that would be awesome. I found that whichever button has the highest depth, is the button that gets activated when I click the space. When I set them both at the same depth, for some reason it's only allowing me to click one still and not both.

45
PlayMaker Help / Re: NGUI - Combine actions of 2 buttons into 1 button
« on: January 14, 2015, 06:18:12 PM »
I still need my original 2 buttons. Each of the 2 buttons makes the character jump a certain way, but if you press them both at the same time, it does a completely new kind of jump.

I had both buttons in the bottom corners so you could press them both with your thumbs at the same time. I had to move things around and put both of those buttons on the right side which makes it impossible to press them both at the same time.

There are 3 different jump types so I want to keep the original 2 buttons and have a new button simulate pressing both of the original 2.
I had an idea and tried a test where I duplicated the original 2 and overlapped them to see if I pressed it, if it would activate both buttons but it would only register pressing one of the buttons. It's kind of hard to explain all this would a picture maybe help?

Pages: 1 2 [3] 4