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Messages - westingtyler

Pages: [1] 2 3 ... 12
1
Action Requests / Get Color Variable's Hex Value as a String?
« on: August 14, 2018, 08:16:22 PM »
Hello. I need this. I know that 'Set Hex Color' is an action, but I need one to GET it from a color variable. Thank you!

Basically, my FSM has color variables you can set, then at runtime it needs to build the tags and instert them into strings, to display the colors in a Text Mesh Pro.

2
Action Requests / Re: get text mesh pro total page count?
« on: August 13, 2018, 10:38:51 PM »
on this video
https://www.youtube.com/watch?v=3XkauVYS6o4
a comment by the textmesh pro creator gave some info that may help in creating this action:

"To answer your question, the TextMeshPro.textInfo class contains the pageCount which can be used to add your logic. If you have any additional questions about this simply post on the TextMeshPro user forum or email me."

3
Hello. I just want to clarify. Are you saying that we should ALWAYS grab and drag the game object or component into an FSM variable rather than using Find Game Object or Get Component, if at all possible? If so, that makes my life WAY simpler.

When you say Find Game Object is 'expensive' do you mean EXPENSIVE!!!! or "expensive" as in, not really expensive really, but not optimal?

4
Feature Requests / An Even Darker FSM Background Setting?
« on: August 07, 2018, 03:48:24 PM »
Hello. I have discovered that when Using the Unity Dark Theme, now the Playmaker FSM window is by far the brightest thing, and it would be super awesome if there were a darker background color. The only conflict I predict is the connection wires from state to state being too dark, too, so it would be cool to be able to set the default wire color for uncolored transitions and states. Then my life would be amazing. Thank you.

5
Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 07, 2018, 03:43:40 PM »
hey, thanks. I will try string replace and see if it works. I actually bought the dialogue system on the asset store but found it limited. a fantastic asset, but I realized that for most of my systems I need to make them custom because I need to do things that are not standard or common, and in some cases things I've never seen done before.

6
Action Requests / get text mesh pro total page count?
« on: August 07, 2018, 07:10:14 AM »
I didn't want to request an action yet since there maybe is a way to do this already, but if not, then this action would be great.

I just discovered how there is a text mesh pro setting of Page, and you can change the page number (and presumably use Set property to change the currently-viewed page.) This, combined with word wrap, COULD solve basically all my text displaying problems (well, I'd need the ability to change the color of individual words or get a typewriter effect to solve ALL my problems, but still).

Is there some way to check the text mesh pro game object's total pages, and do things based on that? I want to have a text display below a book page that says
Page 1/7 and change this string based on which page you are currently viewing, but I cannot do this without some way to check the maximum number of pages in the TextMeshPro based on its string.

How can we do that? Even if there is some way to check if a page is empty, that could be used to disallow further flipping through the pages.

7
Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 07, 2018, 05:35:01 AM »
Hey, thanks. I actually need to be able to do this dynamically at runtime based on another string in the fsm being the thing inserted. I will be constantly retrieving the names of game objects and storing them in string variables, and I need to be able to insert those into OTHER arbitrary strings.

what I am essentially doing is that you can ask any character about any examined object, and it will check their personal array for a specifically written response, and if there isn't one, if will build one based on several changing factors like the current character you have, the equipped item, etc. And for certain characters, they will have a pre-written "I don't know" response that will insert the relevant dynamic pieces as requested.

The examples I gave were just little examples in a much more hefty system. Using the build string method I'd have to dynamically SPLIT pre-existing response dialogue lines, then build the string with the requested wild card. So I'd have to make a parser to dissect each line and create and store new strings at each wild card, and considering I might have even dozens of wild cards per line, there is a potentially unlimited number of NEW strings I'd have to parse and split up first. An action to simply check the string for a wild card then replace what is needed would be much simpler.

In other words, using the suggested method, I'd need hundreds and hundreds of global variables, which isn't as handy as being able to name a game object then retrieve its name later.

A bonus of the requested action is that I could create entirely new sentences based on stored phrases that could be inserted whenever needed....

which makes me also want to request an action to test if a string contains a specific wild card. For example, any dialogue line that contains & will replace that with "Howdy, partner!" since & could be the universal symbol for "cowboy intro." I'll suggest that after this.

8
Action Requests / Replace String's Wild Card Charas With...
« on: August 06, 2018, 01:49:38 PM »
I'd love an action like this:

input string
wild card (str) within that string
replace with (str)
store result (str)

So for instance, I could replace a specific character(s) in a string with new characters. Very handy for inserting a player's name into a pre-defined response, or for asking an NPC about an equipped object.

input string: "Hello, *. Do you have a donkey?
wild card: *
replace with: player name string (Biscuit)
store result: Hello, Biscuit. Do you have a donkey?

or
input string: No, I don't know anything about $equippeditem.
wild card: $equippeditem
replace with: player equipped item (Wire Cutters)
store result: No, I don't know anything about Wire Cutters.

This would be a super handy action. Thank you.


9
Playmaker Help / IK animator warning?
« on: July 26, 2018, 04:09:28 AM »
unity 1.8.2.0f2
windows 10 64 bit
playmaker 1.8.5

I have used some IK actions to set the ik target of the player hands to point toward their aiming target position game object.

then during play mode, I get one hundred billion and ten errors that say this:

Setting and getting Body Position/Rotation, IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK
UnityEngine.Animator:get_bodyPosition()
HutongGames.PlayMaker.Actions.GetAnimatorBody:DoGetBodyPosition() (at Assets/PlayMaker Animator/Actions/GetAnimatorBody.cs:113)
HutongGames.PlayMaker.Actions.GetAnimatorBody:OnUpdate() (at Assets/PlayMaker Animator/Actions/GetAnimatorBody.cs:102)
HutongGames.PlayMaker.FsmState:OnUpdate() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:259)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2685)
HutongGames.PlayMaker.Fsm:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1920)
PlayMakerFSM:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:532)

10
Playmaker Help / Constantly test if an FSM array has changed?
« on: July 16, 2018, 09:50:08 PM »
I need to update the inventory memo list text mesh pro displays.

if you find a new memo paper, it updates that line item to display its title. a list of text files, basically, that you can choose to read. Like in resident evil games.

In an fsm i have a bool array. when you find a memo, it updates that bool to true in the array. if I got memo 8, set bool at index 8 to true.

I can normally get an fsm bool each frame and test to see if it has changed. I am not sure how to "Test Array" each frame to see if its bools have changed.

There's no "if FSM Array Changed" action, and there's no "Test Array Bools" action. So what am I missing? I need to, each frame, check the entire array to see if its bools have changed, and update a text mesh pro if it has changed, to either show or hide the title text for that file in the list.



11
Hello. That's my question. I know I can have the enemy fsm have an "activate" event and a "deactivate event" with nothing in it, and call them as needed.

But I also need the enemy's animation to freeze.

For example, if an enemy jumps toward you, mid-attack, and you pause the game, how do we pause that enemy mid-attack in the air, only to instantly resume upon unpause?

12
Playmaker Help / Re: is it safe to use \ or / in fsm variable names?
« on: July 12, 2018, 08:47:04 PM »
wow, yeah, that will be handy.

does anyone know how to get around the fact that an fsm becomes laggier the bigger it gets? i have an fsm that contains button commands for all the ui menus, and it's laggy as balls.

13
Playmaker Help / Re: Looks like a disaster
« on: July 12, 2018, 08:30:49 AM »
I had the Substance Designer errors as well when I upgraded. I went into the offending scripts, did Control-F and found the if-then statements, etc. that included the procedural material words, then commented them out with, like,  // before each line. then saved. then those procedural errors went away.

I don't even use Substance Designer. if you do and can't just comment these out, I'd definitely try asking the Substance or Unity people. I think Substance has some importer on their web site, which i was going to get to convert stuff before I realized I've never used Substance. I'm more upset by my shader forge shaders no longer working since Shader Forge ended updates, but I can rebuild them faster and better using Shader Graph. It'll be good exercise for me, but I only have like 12.

Playmaker is an amazing tool that has changed my career path to game developer. It has great and responsive support. I've only used it/been a gamedev for four years at this point, and in that time I've been fortunate that the Playmaker devs could easily help when I've had upgrade errors. They've helped me learn quite fast, and I even learned for myself how to comment out the six or so lines of code to fix the Substance errors.

I recommend Playmaker to everyone. I may try out Bolt someday, but I don't know what it could offer that Playmaker hasn't already offered. Maybe I'm just naive, lol. But I couldn't ask for a better support team.


14
Playmaker Help / is it safe to use \ or / in fsm variable names?
« on: July 12, 2018, 08:18:02 AM »
i named a variable "item_take/swap" to represent a button that could end up doing either.

then when i went to find this game object variable, I saw it had created a sub-menu where the variable swap was stored under item_take.

is it safe to name fsm variables this way, to more easily sort them into folders within the fsm? can they be GET and SET from other fsms and game objects correctly? I've always just had a giant list of variables to scan through to do anything, and if this is a valid thing to do, I'll save a crapton of tedium from now on by naming them this way.

are there any downsides to doing this?

15
Action Requests / Set/Select Game Object FSM Variable By Name String?
« on: July 12, 2018, 06:14:32 AM »
I have an inventory grid with 40 game objects acting as slots. they are named inv_01....40 etc.

I want an fsm to get these and store them in that fsm as their respectively named game objects.

I'd like to be able to build a string with an int, and loop it until reaching 40, each time finding that named game object and storing it in its fsm game object variable. but I don't want 40 separate states with a uniqueley, personally, individually set game object destination.


The problem is I can't set a game object using its string name. I have to manually create 40 fsm game object variables, name them accordingly (that's all fine), then have a string switch with 40 outputs, each going into an event that sets THAT game object to THAT pre-designated variable from a dropdown list.

what I want is:

find game object [built string "inv_X"]
and save to fsm game object [built string "inv_X"]

in other words, saving to that game object based on the string chosen. kind of like a "for each, save to its" thing. even if i had to create and name the fsm game object variables ahead of time, i'd like to be able to call and set them by a string. because currently it's like this:

find game object [built string "inv_X"]
int switch =  if 1, send to
store it in 'GAMEOBJECT_01"

loop


find game object [built string "inv_X+1"]
int switch =  if 2, send to
store it in 'GAMEOBJECT_02"


loop

find game object [built string "inv_X+2"]
int switch =  if 3, send to
store it in 'GAMEOBJECT_03"

or what i've done before, which is a single state with 40 find game object actions, each with an incremented game object variable from the dropdown list.

so I need 40 states instead of 1 that just says "get it of name X, store it in gameobject X with same name." then looping that single state up to a max int.

does this make sense? is this possible? it would save a crapload of time to be able to use a string to set a similarly named game object variable. rather than manual dropdown selecting the game object for 40 different states.

Here's a fake picture of the action that would save me one billion years if it really existed. A Set version, and a Find version is what I wish I had.

And the second picture is a faked version of what I'm trying to simplify. if I could just save built the needed string, then use it in those places, in each loop, my life would be great. I could just Get Last Event, and use that string, then loop it. Unless there's a better way?

As it is I have to do the garbage in the third image, manually...setting...every...single...game object variable.

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