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Messages - craigz

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Share New Actions / Re: Steamworks.NET BETA
« on: Today at 08:05:58 PM »
You should be very proud :) I know this was no small feat!

Excited to see it put to good use! :D

Share New Actions / Re: Cinemachine Support [JULY 2018]
« on: Today at 08:04:44 PM »
Hi Jean!

I just imported this (and the Cinemachine 2.2.7 from package manager) into Unity 2018.3.0b2 and am getting a couple errors. Not sure if beta specific or not, just wanted to give a headsup :)

Code: [Select]
Assets/PlayMaker Cinemachine/Actions/Common/CinemachineActionGetAxisSettingsBase.cs(75,49): error CS1061: Type `Cinemachine.AxisState' does not contain a definition for `m_InvertInput' and no extension method `m_InvertInput' of type `Cinemachine.AxisState' could be found. Are you missing an assembly reference?
Code: [Select]
Assets/PlayMaker Cinemachine/Actions/Common/CinemachineActionSetAxisSettingsBase.cs(74,30): error CS1061: Type `Cinemachine.AxisState' does not contain a definition for `m_InvertInput' and no extension method `m_InvertInput' of type `Cinemachine.AxisState' could be found. Are you missing an assembly reference?

Share New Actions / Re: ArrayMaker is now available [SEPTEMBER 2018]
« on: September 24, 2018, 08:43:34 AM »
This sounds SO cool Jean, a great addition and I'm excited to play with it :D

Share New Actions / Re: Steamworks.NET BETA
« on: September 24, 2018, 08:40:00 AM »
Wahoo! :D been so excited for these! Super pumped! :D

Share New Actions / Re: TNET 3 PlayMaker integration.
« on: September 24, 2018, 08:37:18 AM »
Thanks for the repo link, just followed and starred! :D

Any progress on a tutorial? Even just for quick setup and use with your actions. Super excited!

Share New Actions / Re: New Random Variables by seed (Actions)
« on: August 23, 2018, 01:28:50 PM »
Ahhhh! This is SO useful haha :D

Would love to see these on the Ecosystem :)

Thank you!

Share New Actions / Re: Steamworks.NET
« on: August 23, 2018, 01:27:06 PM »

Great to hear Djaydino! :D

Thanks for cranking away on this, its super exciting!


General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 23, 2018, 01:25:58 PM »
Thanks for starting this thread and for the updates Guavaman! I'd been keeping tabs over on the Unity Forum for a workaround for this, so its nice to see it officially integrated :D

General Discussion / FSM Scene/Object Serialization?
« on: August 23, 2018, 01:20:33 PM »
So I remember seeing this thread a while back about someone digging into serializing FSM's.

**warning dont click the link to Mike's blog inside that post, looks like its gone and might have been replaced with spam site  ::)

I was wondering, is it possible at all to serialize FSM's in that same way still? I know Sirenix (makers of Odin on the asset store) open sourced their awesome (from what I've heard) serialization system.



Wow! Grats on the MMO and getting those systems working well :) that's crazy that each player is generating only 1kb of bandwidth... thats SO cool :D

Honestly I'd love to see some tutorials about how to use Tnet with Playmaker, I think that would be really really useful! :D

TNET looks awesome! :D Thanks for sharing these!

I wish I was able to help, but sadly wouldnt even know where to start :)

Question though, how has it been using this asset? What have you found really useful (from a playmaker perspective) and what have you found frustrating?

I've always been super interested in making multiplayer games (even just in a super simple puzzle versus aspect, nothing with a ton of concurrent players). But have been super intimidated by most of the networking plugins because of the concurrent player caps/paying for bandwidth :/


Share New Actions / Re: Fully Nestable SubFSM Communication
« on: August 15, 2018, 07:56:29 PM »
This is incredible! :D

Just started using it and its been super stable. Really a great iteration on the Run FSM action/workflow.

Alex can you change HardLight's forum title to a Hero Member? ;)


Following back up on this thread.

Just had this happen again today. Specifically the renaming bug, not a duplicate global variable.

Getting ready to roll back and redo half a day of work  >:(

Playmaker 1.8.9
Unity 2017.3.1f1

Still not sure what made it happen, but one of my used Global variable gameobject's name just got changed to a general and vague local variable I use a lot (temp_go_1) so I've no idea where/when it happened.



Hi Deek,

Whew okay good to know that I was at least doing the best way I knew how :P always felt so cumbersome even with an FSM template for it.

This action almost exactly what my use case is with strings as Item names, and your thoughts on a universal one for adding/removing other variable types would be super useful! Thank you so much! :D

Only issue I see with its direct functionality: Is it possible to make it so the input could take a string variable? Though this probably steps into your thoughts on making it to accept any variable types :)

I just ran some more tests with the action:

Adding appears to work as it should.

While 'remove' and 'replace' seem to do the same thing. Which is replace the array with a new array that ONLY has the inputted string variable  ???

Once again, thank you so much for making this :) I'm more than happy to test (and clearly/proudly using :P)


Hey Deek! :D

Figured I should comment on this post for GDE stuff maybe?

I had an idea for an action I think would be super useful! :D but also wanted to check and see if maybe you had a better way you were going about doing the same thing :)

I'm managing my player inventory through a custom item list in my player data item. I was wondering if there was a was a way to quickly add or take away an item from the list rather than needing to use 'GDE Get String Array' add the item string to the local array/remove it, and then 'GDE Set String Array'?

I had only just found out that the GDE String Arrays are how to get list of custom array item names  ::)



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