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Messages - craigz

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1
Sorry for the double post :) also wanted to ask if you know of any way with the current actions to reset a particular item at run time? (all of its fields) Rather than having to manually reset them all xP

I have a feeling there might already be a way and I'm overlooking a term, but I though I should ask :D

Thanks again Deek for all these rad actions! :D

-craigz

2
Hey Deek! :D

Just wanted to give a shout, I'm having issues with the (more) updated version of GDE Bool Test, for some reason if I point it towards an older GDE bool I've created, it works no problem, but any of my new ones I've made I get a 'InvalidCastException' from xD

Any ideas? :/

-craigz

*EDIT: I'm primarily using the action in a template, but am getting the issue in and out of a template.

Code: [Select]
InvalidCastException: Cannot cast from source type to destination type.
HutongGames.PlayMaker.Actions.GDEBoolTest.CheckGDEBool () (at Assets/PlayMaker Custom Actions/UsefulUnityUtilitiesMaster/Custom PlayMaker Actions/_ThirdParty/GDE Customs/GDEBoolTest.cs:56)
HutongGames.PlayMaker.Actions.GDEBoolTest.OnEnter () (at Assets/PlayMaker Custom Actions/UsefulUnityUtilitiesMaster/Custom PlayMaker Actions/_ThirdParty/GDE Customs/GDEBoolTest.cs:40)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState.OnEnter () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2695)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2570)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2711)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1934)
HutongGames.PlayMaker.Actions.RunFSMAction.OnUpdate () (at Assets/PlayMaker/Actions/RunFSMAction.cs:55)
HutongGames.PlayMaker.FsmState.OnUpdate () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:265)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2710)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1934)
PlayMakerFSM.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:539)

3
Playmaker Help / Re: Timeline Problem
« on: May 28, 2018, 08:13:07 AM »
Hi Savaslogan! :)

I believe they're going to be packaged into one of the next versions of Playmaker, but until then I know Eric of DumbGameDev has written a bunch of awesome actions for Timeline available here:

https://github.com/dumbgamedev/timeline-playmaker

Video Tut:
https://www.youtube.com/watch?v=dTK2TLBtT6g

-craigz

4
Playmaker Help / Re: ArrayMaker - PlayMaker events - Enable Events
« on: May 20, 2018, 01:25:30 PM »
bump!  ;D

5
Playmaker Help / Re: ArrayMaker - PlayMaker events - Enable Events
« on: May 15, 2018, 07:17:13 PM »
Sorry to necro this thread :)

Having the same issue here - specifically with gameobject variables as well! xD

-craigz

6
Action Requests / Cinemachine - Set FOV
« on: May 14, 2018, 03:01:44 PM »
I was curious if there was a way to set the FOV of a cinemachine virtual camera at runtime?

My setup involves just blending between two cameras (up close, farther away) and I figure I could use a Cinemachine Camera Blend, but also though it'd be pretty easy to just manually set the FOV (that ways I wouldnt have to update any references).

Any pointers/direction is super appreciated! :D

-craigz

7
Action Requests / Re: Timeline - Set Generic Binding[SOLVED]
« on: May 14, 2018, 02:57:47 PM »
Excellent!

That's a much better name haha ;) thanks Jean! :D

8
Action Requests / Re: Timeline - Set Generic Binding[SOLVED]
« on: May 07, 2018, 01:18:49 PM »
Ehhh... not quite sure :) deals with the actions input variable so maybe?

I just duplicated and modified a new version of the action to take an object variable instead, since it might be a fringe case.

Attached incase anyone else needs it, useful for runtime timeline camera assignments!

-craigz

9
Action Requests / Re: Timeline - Set Generic Binding[SOLVED]
« on: May 05, 2018, 07:55:45 PM »
Question on this! Specifically in regards to assigning the Cinemachine Brain for a Cinemachine track.

Since I spawn my in game camera at runtime, I have to assign the Cinemachine Track generic binding also at runtime. But when I use this action, assigning the main camera doesn't contextually have it grab the Cinemachine Brain component, it just assigns the camera as a game object :\

EDIT: Not sure if it matters, but at runtime, manually dragging/dropping the main camera into the slot works because it grabs that component.

What I need to set: (using my dummy camera object for scene staging)


What setting it currently does:


Any pointers on this? :D

-craigz

10
Playmaker Help / Re: Need advice on data driven design
« on: May 04, 2018, 02:23:58 PM »
Hey Krmko! :D

Just wanted to follow up since its been a few months and see if you've discovered/been working in a new way since posting this topic? I've been slowly shifting over into the same type of workflow and am totally looking for pointers! :D

-craigz

11
Hi Jean,

I absolutely am misunderstanding where performance suffers xD

I'll definitely start porting my current systems over to it then and just save when I need to during level transitions (if ever for something like my current context).

Thanks for the clarification and for you and Djaydino for putting me on the right track :D

-craigz

12
Hey djaydino!

I've looked into both xml and json and know the datamaker extension. If you're updating those constantly during a game (say for runtime stats etc) performance actually takes pretty big hit.

Thats why (I was hoping?) I guess past initializing a manager object and creating variables at the start of a scene, it would be more performant? :)

-craigz

13
Share New Actions / Re: TransformMoveProjectile
« on: April 24, 2018, 01:01:08 PM »
Sorry for the double post ;)

Also might be good to include a vector destination that can be used? (either in offset or in place of target?)

*EDIT: Also! Looking at the code it *looks* like it should be rotating to the direction of movement, but doesnt look like it is? xD

-craigz

14
Share New Actions / Re: TransformMoveProjectile
« on: April 24, 2018, 12:32:47 PM »
AH! This is SO useful! Thank you for making this!

I remember raiding his exact post thinking huh.. I should see if I can convert this to an action, and just never did xP

-craigz

15
Share New Actions / Re: Trigger Event Once Per Object
« on: April 24, 2018, 11:54:03 AM »
Noticed the new version of this action on the Ecosystem is getting a Null Reference Exception that disables the FSM? Something to do with Trigger Target object?

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