haikel
Junior vMember
i wanna be the very best ... like no one ever was.
Posts: 43
|
Post by haikel on May 21, 2018 4:55:39 GMT
does this still works with latest versions of both assets ? I'm planing to buy Playmaker but not sure if it will works with Invector's asset or nah ? can anyone who have both confirm ?
|
|
|
Post by darknubis365 on Aug 11, 2018 2:07:53 GMT
I need help creating a new lockon system how can i do that with playmaker or will it break the functions of the controller?
|
|
|
Post by aleksandr409 on Jan 8, 2020 20:20:10 GMT
Hello everyone, please check if this integration works with the latest version of Invector ?
|
|
|
Post by gubwe on Jan 21, 2020 22:27:58 GMT
Hello everyone, please check if this integration works with the latest version of Invector ? well im on 1.3.2 and playmaker works withouth the integration. just install and it works. not sure what the integration is for though coz any conflicts are handled in the events. for example i added extra attacks on my player with playmaker and to stop them from being accidentally triggered whilst im say holding a gun i just set it as false in the on equip event
|
|
|
Post by rh4invector on Apr 18, 2020 1:27:36 GMT
Hi, I'm trying to animate my own door using this PlayMaker integration. I copied and pasted the PlayMakerFSM component from your (Invector's) door object from the demo scene, into my own door object. I got the sound working, and the door does open and close, but there's no animation between opening and closing. In PlayMakerFSM, I see the reference to the animations "Closed" and "Open" (Which are static animations, just the transform positions for being in a closed and opened state.) But I don't see any reference to the other two animations "Opening" and "Closing" I did make all four animations for my door. So... don't know what else to do. Can anyone help?
|
|
|
Post by colpolstudios on Apr 19, 2020 15:21:53 GMT
Hello, I have had to update some elements within the [vPlaymakerPackage], upgraded to playmaker v 1.9.0.p20
Select [Door 04 Pressure Pad] open the playmaker editor and select the [activated state], in the call method set this to [SetWalkByDefault].
select each door in turn, within the inspector panel, scroll down to animator you will have four empty slots. Put the following animations into the slots
1. close
2. closing
3. open
4. opening
Hope this helps
|
|
|
Post by rh4invector on Apr 26, 2020 0:37:44 GMT
Why can't I hide the cursor anymore???Was about to ask about this, but found the solution... If you're using PlayMaker, it will make add to your scene "PlayMakerGUI" - If you look at the inspector for that, you'll see a selection for "control mouse cursor" This box was checked when the object was added to my scene. So, suddenly I was seeing the cursor appear during play mode, and couldn't figure out how to hide it again. Even after adding a script to 'hide the cursor.' So, if any of you run into this problem, and you added Playmaker to your project, you can check there. I guess it's added because a lot of the examples for playmaker involve clicking on things in game with the cursor.
|
|
|
Post by colpolstudios on Apr 26, 2020 18:58:16 GMT
When using PlayMaker, it will make add to your scene "PlayMakerGUI", However you do have control to hide or show the mouse.
But lets say you are going to have a canvas button type.
The image shows the layout.
Start State: UI is pointer over UI object
Did you click on me?
Set mouse cursor [Action] leave both check box's [unchecked]
UI on button click event [Action] Target self. Send event [clicked]
Wait [Action] wait 1. finished.
Next frame = next frame event. Send [finished] event.
The State 1 is an empty box.
Do something state, you could load a level here for example.
So I hear you asking what does all this do?
While playing I have my mouse hidden, but if i move into the area with the canvas button. The mouse will show and hide again when I move away.
Took longer to write down the steps than actually doing it.
|
|
|
Post by matt19811 on Aug 9, 2020 22:47:46 GMT
How would I apply damage to my character with playmaker?
|
|
|
Post by hoyoyo on Oct 9, 2020 8:22:08 GMT
Hi, im a playmaker user and searching for a good controller. Thinking on choosing invector but first i want to ask how far is the integration with Playmaker and get set interaction between these two assets.
I bought other 2D controller before, i can drag the asset script into Playmaker block and use get/set but the performance is slow.
Anybody here, heavyily use Playmaker with Invector?
Thanks
|
|
Lyn4
New vMember
Posts: 5
|
Post by Lyn4 on Dec 26, 2020 0:12:09 GMT
Hi! I'm having a problem with this integration... the "vPlaymakerPackage" package doesn't add any additional nodes to Playmaker v1.9.0.p20, the example scene doesn't work. I use Third Person Controller v2.5.4 :( Thanks for any help.
|
|
|
Post by colpolstudios on Sept 30, 2021 19:46:35 GMT
intergration with playmaker:
I imported the latest verison of Invector and the current playmaker editions.
Issues with the InvectorPlaymakerIntegration scene:
Both the health and stamina are missing scripts.
Door 04 Pressure Pad playmaker FSM needs to be changed.
Suggestions and help.
within the vUI HUD disable health/stamina and also Debug panel.
Door 04 Pressure Pad playmaker FSM make the following changes.
within the Activated state:
Change the call method to "MoveInput" and check everyframe.
Change the trigger event to "On trigger stay"
|
|
|
Post by Invector on Oct 15, 2021 13:59:34 GMT
Playmaker Integration update to work with Template 2.6.0b and Playmaker 1.9.3
|
|
|
Post by colpolstudios on Jan 25, 2022 22:53:52 GMT
Door with Item check.
Allow the enemy to open and close the door, but only allow the player to open the door when they "USE" the item.
In order to achieve this we need a playmaker FSM on the door.
The start state on trigger event enter checks if an enemy is at the door.
Moving to the open the door state. here we set the auto open bool of the door to "True" and check if the enemy exits with a on trigger exit. sending the lock door behind you.
Moving to the close door state. here we set the auto open bool of the door to "False" and finished.
Moving back to the start state:
used item event is called from the "use item event trigger script" drag the playmaker fsm into the runtime box select from the options "Playmaker FSM Send event" within the field type : "used item"
I uploaded a folder with the image and a playmaker template.
Simply copy the playmaker template "item check" into your playmaker template folder to use.
|
|
|
Post by colpolstudios on Feb 25, 2022 15:49:34 GMT
An early updated version of binary saving and loading using playmaker and invector.
Saving and loading of the player complete with inventory items.
You can stop unity and replay the scene and hit load and all your saved information is reloaded.
I made a newbee error I didnot use the invector inventory prefab. I think that should have duplicatlated the orignal prefab and then created my own one.
In order to allow the player to go to a new typewriter and save this positiion I also need to access the players inventory from this prefab. I think the only way to access this seperately from the actual entire player prefab is to have the inventory prefab as a seperate item within my prefabs.
Is my understanding correct??
|
|