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Thanks! Will check it out.
PlayMaker Help / Does playmaker window work in a build?
« Last post by wightwhale on Today at 11:54:04 AM »
I'm trying to make a tool that others can use to change data in my game. Is it possible to use playmaker to do this? I'm hoping they could change state machines in a build from unity.
PlayMaker Help / Re: Working with arrays!
« Last post by chrislow19 on Today at 10:46:34 AM »
Thanks! I will definitely look at this. Much appreciated
PlayMaker Help / Re: Push Object on opposite direction when collide
« Last post by djaydino on Today at 10:45:50 AM »
Maybe something like (for 2D) :

On collision :
Get position x player
get position x cube
float compare if player x less than cube player is on left side (do push right)
if greater then the other direction.
PlayMaker Help / Re: Working with arrays!
« Last post by djaydino on Today at 10:41:50 AM »
its not really that complicated.

Array Get Next simply get a variable (for example an object)
Then you can do things with that object.
Then go back to the 'Array Get Next' state to get the next object and do again some things to the object.
And so on

If you want to work in multiple fsms/object with an array i would suggest using Array Maker
as it uses References.

Here's a video on Array Maker :

To get familiar make a test project or scene and play around with it (for both array and array maker)
PlayMaker Help / Re: Working with arrays!
« Last post by chrislow19 on Today at 10:04:15 AM »
Thanks for the response guys. This stuff seems to be way over my head even with tutorials. Who knew that activating and deactivating game objects from a list would be so complicated?

With the array FSM created on a holder gameobject, how would I access the next array item with my on hit FSM (located on another game object)?
PlayMaker Help / Push Object on opposite direction when collide
« Last post by heavygunner on Today at 09:23:06 AM »
Hi !

Let's say one cube is running on ground. When player collided with that Cube, cube should be pushed on opposite direction.
Any idea ?

PlayMaker Help / Hash Table Contains Multiple Keys its possible?
« Last post by mmzbr on Today at 09:15:04 AM »
Hello there,

I'm using a Hash Table to control Monsters Deaths (when a specific mob dies I add a key in a hash table to indicate that mob are dead to keep it in a single object) in my rpg game, but now I have a problem and did'nt realize the solution yet.

In a quest event I have to kill 5 specific mobs to complete it (ie: rat01, rat02, rat03, rat04, rat05) how I check if these mobs are dead in my hash table? I just found the actions Hash Table Contains and Hash Table Key, but I didnt found a Multiple key action to select the 5 mobs.

I'm doing something wrong, using the wrong method to achieve this?

Thank you in advance and take care all!
Feature Requests / Re: Array List Proxy: Video support
« Last post by Alatriste on Today at 08:59:32 AM »
Mmmm... That might be another option!

Thanks djaydino!
PlayMaker Help / Re: Working with arrays!
« Last post by djaydino on Today at 08:26:55 AM »
This video can help explaining the basics :

Hehe i am not an expert, but ye i am comfortable with arrays now.
Jean is the Expert on arrays, he is the one who created Array Maker :D

Since you want to reset this after each loop, you place a Set Bool reset to false, in the state after loop (where you handle one individual item). And in the state after done, Set Bool reset to true. So next time, it will restart the loop fresh.
You do not have to set to false.
If the reset is 'true' then the action will reset AND set the reset variable to 'false'.

also the 'Reset' is not needed if you know the loop never get broken.
So if you you always loop thru the whole list its not needed, but if you stop looping somewhere half way and then later on you want to loop from start again then you need to use the 'Reset' bool :)
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