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Small feature request, PlayMaker
#1
It'd be really nice if the "Set orientation" option could be a Boolean - so one could change behavior without having to start a new run.

When for instance "jumping onto a box" by changing only Y, one would want to set the box's orientation, and when back down on track again rotate to match it.

It's most normal to do so in PlayMaker (I'm just saying to underline that it's not like a special invention, it's done everywhere Smile )

Cheers & thanks.


Attached Files Thumbnail(s)
   
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#2
I'm confused now. "Set orientation" actually is a boolean and when checked the gameObjects rotation will be changed to match the spline orientation.

Maybe I'm misunderstanding you...
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#3
(08-21-2013, 08:10 AM)Jake Wrote: I'm confused now. "Set orientation" actually is a boolean and when checked the gameObjects rotation will be changed to match the spline orientation.

Maybe I'm misunderstanding you...

Ha, I understand.

Have a look at the two attached screenshots.

"Keep vertical" is also a Boolean, but it can be set by a variable from "the outside", by me, by a PlayMaker variable, so to speak Smile

I hope this makes sense Wink

       
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#4
Aaaah, now I understand, you want it to accept a variable. Indeed, that should be a FsmBool instead of a bool. I'll change that for the next release. Until then, use the script attached (untested, but should work).

Jake


Attached Files
.cs   CurvyMoveAlongSpline.cs (Size: 3.54 KB / Downloads: 9)
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#5
FsmBool - Yes, that's what I said.. erh, well ok, was not, but yes Smile

Thanks for the script, if you hear nothing it's a success, thank you!
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#6
Hmm - it appears to be buggy - at least not the expected operation:

When changed in-game, starting with 1, switched to 0, Orientation is still set.. somehow, and then there's strange jumps in movement instead.

Of course one could store position and start over now with the bool set, but that would kind of defeat the object, then one might as well just have 2 different states Wink

Also, with this new code, it is not possible to go back and "hard set" - now it can only be a variable.
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#7
(08-27-2013, 05:34 PM)FritsLyn Wrote: Hmm - it appears to be buggy - at least not the expected operation:

When changed in-game, starting with 1, switched to 0, Orientation is still set.. somehow, and then there's strange jumps in movement instead.

Of course one could store position and start over now with the bool set, but that would kind of defeat the object, then one might as well just have 2 different states Wink

Also, with this new code, it is not possible to go back and "hard set" - now it can only be a variable.

Yeah, this happens when writing code right from the head. Open the file and remove the UIHint() part in the attribute line above the "FsmBool SetOrientation;" line. Just tested it and now it works.
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#8
Hmm.. Thanks - but it's not entirely working yet.

Just to make sure, this whas what I changed to:

***
//[UIHint(UIHint.Variable),Tooltip("Set Orientation?")]
public FsmBool SetOrientation;
***

Now, first time I change the Bool from False to True, it does work.

But:

* It does not work to change back to False. From then on it's stuck.
* I experience various flickering and what appears to be CPU-eating - something is not running as smooth as it did.
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#9
Ok, I've attached the whole file and it works in my tests. If that doesn't work for you please post a scene file, maybe there's something else going wrong.

Jake


Attached Files
.cs   CurvyMoveAlongSpline.cs (Size: 3.52 KB / Downloads: 3)
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#10
(08-31-2013, 08:22 AM)Jake Wrote: Ok, I've attached the whole file and it works in my tests. If that doesn't work for you please post a scene file, maybe there's something else going wrong.

Jake

Hmm - The bug is on my side, it must be. I made a clean test to send to you, and .. it appears to work. Hmm.

Sorry & thanks for now.
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