PlayMaker Help & Tips > PlayMaker Help

Set FSM Question

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henk:
Thanks Alex - I'm making progress... Here's a video that shows what's working and what still needs work. Let me know what you think. Thanks, Henk

http://gallery.me.com/henkdawson#100720

justifun:
From watching your videos i have 2 questions about what you are trying to achieve...

are you trying to make your little dude run no matter what while he's moving?

or are you trying to make him walk if its a short distance he has to move, and run if its a further distance?

I'd simply use a "get speed" action like lordshaggy suggested, and then use a float compare along with that which will switch between your animation states as required.

this way he'll stay in idle if the speed is 0, start to walk as the speed increases, and then run if he manages to move far enough that he ramps up to whatever speed you specify and then play his run animation

edit: looks like get speed requires a rigid body to be applied to it.  if that's ok for what you need then make sure you turn off use gravity and turn up its mass so it doesnt fall over :)

also, the mouse pick example level usese a itween move to instead of a movetowards, which is something you might want to look into as well.

henk:
Hey JustIfun, yep - I'm trying to make him walk if its a short distance he has to move, and run if its a further distance. I'll work on your suggestions tomorrow and see what I can come up with.

henk:
Okay I'm trying to understand "GET SPEED"

Here's a video that explains my problem:

http://gallery.me.com/henkdawson#100730

Thanks for your help : )

justifun:
Make sure the get speed is pointing to the object that is moving,  and double check that there's a rigid body on the object as well. (it doesnt look like there is one from the video)

The issue you are having is that you are getting the speed of the "Stomp1" object, when i suspect its the Cube that you have moving and therefore stomp1 is always 0 cause its parented.

Put the get speed on the cube and you should be golden.

Not sure if this is the way you have it setup, but its probably good practice, to put all of the moving FSM stuff on a node above your animated guy, and put all of the animations seperate on the dude himself.

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