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Messages - autumnboy

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1
User Showcase / Re: Nom Nom Apocalypse - Fast food Top Down shooter
« on: October 18, 2018, 12:59:44 AM »
Hi Jean,

Yep!  ;D


Cheers,
Josh

2
User Showcase / Re: Nom Nom Apocalypse - Fast food Top Down shooter
« on: October 18, 2018, 12:51:52 AM »
Thanks All!  ;D

Happy to announce Nom Nom Apocalypse will be at PAX AUS this year!



3
Hi all
 I've got a character currently set up to rotate towards a mouse pick and it works 100% correct and well.

Though I want to be able to change sensitivity on the mouse and I can only do this via get axis vector. Get axis vector stores a vector but it's normalized.

Is there a way I can use get axis vector in conjunction with something to either get the position of the mouse or is there a way to convert the normalized vector into a world space rotation? Or would is there another way I could go about this.



Thanks,
Josh

4
Okay,

Thanks
Jean


Cheers

5
Hi all,

I'm using Pool Manager 5 and Playmaker 1.9.0.p4

When I go to despawn a pooled item I get this error pop up:

SpawnPool Enemy_Bullets: Explosion(Clone)001 has already been despawned. You cannot despawn something more than once!
UnityEngine.Debug:LogError(Object)


Code: [Select]
SpawnPool Enemy_Bullets:Explosion(Clone)001 has already been despawned. You cannot despawn something more than once!
UnityEngine.Debug:LogError(Object)
PathologicalGames.SpawnPool:Despawn(Transform) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:841)
HutongGames.PlayMaker.Actions.PmtDeSpawn:DoDeSpawn() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtDeSpawn.cs:79)
HutongGames.PlayMaker.Actions.PmtDeSpawn:OnEnter() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtDeSpawn.cs:44)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
PathologicalGames.PrefabPool:DespawnInstance(Transform, Boolean) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1483)
PathologicalGames.PrefabPool:PreloadInstances() (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1864)
PathologicalGames.SpawnPool:CreatePrefabPool(PrefabPool) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:374)
PathologicalGames.SpawnPool:Spawn(Transform, Vector3, Quaternion, Transform) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:565)
PathologicalGames.SpawnPool:Spawn(Transform, Vector3, Quaternion) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:601)
HutongGames.PlayMaker.Actions.PmtSpawn:DoSpawn() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtSpawn.cs:86)
HutongGames.PlayMaker.Actions.PmtSpawn:OnEnter() (at Assets/PlayMaker Custom Actions/PathologicalGames/PoolManager/PmtSpawn.cs:55)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:DoTransition(FsmTransition, Boolean) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2681)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2252)
HutongGames.PlayMaker.Fsm:SendEventToFsmOnGameObject(GameObject, String, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2621)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2388)
HutongGames.PlayMaker.Actions.SendEvent:OnEnter() (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:OnTriggerEnter(Collider) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3118)
PlayMakerTriggerEnter:OnTriggerEnter(Collider) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerTriggerEnter.cs:21)


Anyone else had this problem? It worked fine before. I'm only calling the despawn action once and it can only be called when the object is active/been spawned.

Thanks,
Josh

6
I've had it happen only a few times and it catches me off guard. It's happened to just normal events as well.

Nope, I wasn't using templates and wasn't changing the global status of an event.

 I think it may have something to do with updating disconnected prefabs.

I've had it happen previously when I've dragged a disconnected prefab over to a  the same prefab in the project to replace it. It had the same components just updated.

This time, I updated (Applied changes) to a disconnected prefab and the most recent events applied to the fsm were either removed or other events in the fsm took their place or switched. Other prefabs containing these same events carried this same pattern exactly.

The strange thing is when I tried to readd the missing events it said it was already added but it wasn't there. I had to close Unity and reopen to re add these events. So it was like some strange overwrite.


I'm also using Nested Prefabs, so I don't know if that's the culprit. But the fsms that got scrambled are just a child and don't originate from another prefab.


I'll keep track and see if there's a pattern.

7
Playmaker Bug Reporting / Re: States randomly just scramble.
« on: September 19, 2018, 09:33:18 PM »
I just experienced another scrambling issue where global events got swapped out for other global events across the board. I don't know why this happens. I've currently got 143 errors. It's seriously the most frustrating thing. I have to manually go through and fix all of them.
Anyone have any ideas?

Unity 2018.2.2f1
Playmaker 1.9.0

8
Are you asking me why I'm still using it or if 2018.2.2f1 has it?

9
Nested prefabs got updated and fixed a bunch of compatibility bugs with 2018.2.2f1

I can confirm prefabs aren't disconnecting from fsms anymore.



-Josh

10
Thanks!

I tried them preferences you mentioned. Closed and opened unity. Still no different. :(

In the fsm it says it's missing even though it's a prefab, directly after updating the prefab.

I might do some testing in a fresh project without nested prefabs to see what's causing the problem.

11
It's been fine on previous versions. I've never had objects disconnect from prefabs. I am currently working on prefab fsms. So it's still weird that things continue to disconnect.

Can you elaborate on the prefab settings in preferences please -

Cheers


12
Hi all,
I'm using Unity 2018.2.2f1
Playermaker : 1.9.0 p4

Also using Nested Prefabs

For some reason whenever I update a prefab where ever that prefab is connected/ referenced in (eg: fsm/array/list) it disconnects.

I don't know whether nested prefabs is having an effect on this. It's been working fine up until updating the project to new unity and playmaker.

Has anyone had this or know of a solution? Should I reimport the whole project?

Cheers,
Josh

13
Hey Djaydino,
Thanks for the reply.

Okay cool, I sort of though broadcast all would have to do something to at least initiate a check to all fsm's so that would make sense.

Cheers,
Josh

14
Hi all, I have a question:

 I have a set of event outcomes in fsms that need to happen from when an action occurs. These actions are the result of a player's input. So its possible for the actions to happen within 5-10 seconds, which means events can be sent that often as well.

The outcome fsm's are obtained at runtime, so I'm currently sending global events for them to activate...But would it be more efficient if I stored them in an array in a 'fsm manager' fsm then send an event to the manager which would then explicitly send the corresponding event to the targeted fsm?

TDLR:
Which is more efficient sending global events or sending multiple events directly to fsms?


Cheers,
Josh

15
Playmaker Help / grabbing angular velocity from agent
« on: June 06, 2018, 05:55:11 AM »
Hi,

I want to play an animation when float (turn) is above x. How would I go about grabbing the magnitude from an agent or an object that is rotating.

Basically I want to detect whether the object/agent is rotating or not and then use the value to play an animation.

Doesn't have rigged body so I can't use Get Angular Velocity.

Thanks,
Josh

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