playMaker

Author Topic: Axis event extended question [Solved]  (Read 2710 times)

colpolstudios

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Axis event extended question [Solved]
« on: January 14, 2014, 07:58:46 AM »
I am using the axis event extended to contol the animations played.

A seperate fsm controls the movement of the object.

I have added a way for the user to shoot, but the user is required to press the current direction key again in order to play the same walking direction.

Is there such a thing as "key is down", not "get key down"

I need to know is the key still down not you must press the key again.

Anyone know of a way to do this?
« Last Edit: January 17, 2014, 12:44:48 PM by colpolstudios »

Lane

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Re: Axis event extended question
« Reply #1 on: January 14, 2014, 09:52:58 AM »
Are you using Mecanim?
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colpolstudios

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Re: Axis event extended question
« Reply #2 on: January 14, 2014, 10:23:47 AM »
@ Lane No i am not using Mecanim.

I with help have developed a new sprite system and am currently working on providing playmaker interaction with it.

My problem is in order to play another animation I must leave the state that uses the axis event extended.

So after playing the new animation you must press a key.

example: up arrow pressed walking forward playing, user shoots (left mouse button) stop the movment play the shooting frames check has it reached the end re-enable movment.

If i am currently holding down the up arrow I must let go and press again.

This does not feel or look good.

I am still quite new to playmaker possibly you know of a way to help?

Lane

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Re: Axis event extended question
« Reply #3 on: January 14, 2014, 10:28:33 AM »
Why not use two FSM's? One with Get Axis Vector to handle movement and one for firing the weapon.
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colpolstudios

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Re: Axis event extended question
« Reply #4 on: January 15, 2014, 03:04:12 PM »
I have been thinking about my setup.

I am using a character controller for the player.

The get axis vector action and the controller simple move to only move the player.

Could I use the axis vector again in a new state to dectect key presses?

I am unsure in what way the store magnitude could help me.

I think I should be using these actions and not use the axis extended at all.

I have all of the global events setup, but using the axis event extended.

There must be a way to use the information I have from the get axis vector and controller simple move to send the msg to the animations.

I am going to test some theorys and see what happens

bye

« Last Edit: January 15, 2014, 04:10:00 PM by colpolstudios »

colpolstudios

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Re: Axis event extended question [Solved]
« Reply #5 on: January 17, 2014, 01:47:29 PM »
Hi and here is the working shooting took ages but got it in the end.