Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - westingtyler

Pages: [1] 2 3 ... 14
Action Requests / Re: Hasht Table Get By Index (Not Key)
« on: November 28, 2018, 09:46:56 PM »
Is there an action to "Sort Hash Table alphabetically"? If not, I'd like to request that action. It would be very helpful for the Get Next in Hash action thing.

It would also be great to have an action to add all the keys of a hash table, to an fsm string array. would that be possible?

Also, an editor script, like under Tools, or something, that would sort the hash entries alphabetically would be super helpful in editor mode.

Also, how many keys can a Hash have before performance problems? is 500 keys too much?

Playmaker Help / Way to Manage Animations More Simply?
« on: November 22, 2018, 05:23:34 AM »
I have a character animator component that is set up on the player, and it has like 130 animations in its Animator graph with a web of links. Do I really need to set up 130 animator triggers, one for each transition, to send the character to that animation upon demand?

It would be best if there was some way to just do an action that said "Send Animator Transition"
then you specify the two string names of the animations that are being transitioned, which would never have duplicates in the graph.

So it would look like "
Send Animator Transition
Animation Name A (string): Standing Pointing
Animation Name B (string): Standing Thumbs Up
Send Event X if Transition Does Not Exist.
so it would find the transition called Standing Pointing > Standing Thumbs Up, and send it. Simple.

Is there a way to do this, or do i really need to add 130 (and more to come) animator triggers, and manually assign them to certain transitions, just to get this effect?

I also looked at the Play Animation action, but seems I need to add all 130 animations to a list for it to call from, which seems redundant since these animations are already in the character's Animator graph.

Unless I can populate this animation list by checking the character's Animator Graph at runtime, and unless I can copy this whole component onto other characters at runtime (or make them all draw from the same list), it makes things more convoluted than would be ideal.

The truly ideal way to do this, would be if there was an Animation variable in Playmaker, so I could make a Hash Table of Animations for all characters to draw from, then when I say "Play Animation" I specify the name of the animation, and it finds that key in the Animation hash table. The Play Animation/Animation list thing seems to do something similar, but do I have to add this list to every character model before runtime? Do I need to have an Animator component AND a list, all with all animations, transitions, and triggers, on every character, just so they all can do the same things? It seems there could be a more streamlined way.

So in conclusion,

A single hash table of animations that ALL characters could draw from with the use of a Play Animation/Get Animation Variable from Hash Table action,

and/or an action to populate a character's Animation List from its Animator graph at runtime,
and/or a Play Animator Transition by Name action in Playmaker, would make animation way easier.

Is there something I'm missing that makes this easy?

PS. It would also be cool if we could get a string array list of all the animation names in the Animation List (I'm making an in-game cut scene editor, and players need to know the exact name of the animations because some have underscores and some don't.)

Action Requests / Re: Hasht Table Get By Index (Not Key)
« on: November 22, 2018, 05:08:19 AM »
is that why when I go into play mode, all the hashed things gets scrambled and is no longer alphabetized?

Action Requests / Hasht Table Get By Index (Not Key)
« on: November 19, 2018, 05:19:42 PM »
Hash Table Get By Index (Not Key)

Has Table Get only allows by Key it seems, but I want to get them by a specific Int Index.

waveform, that could be a helpful action. I need to be able to search within another game object's fsm's arrays, though this action seems to only do it locally within one.

The array lists are cool, so the ideal action may instead be a modified version of the current Array List Contains Game Object that allows you to select the type of variable you are looking for (texture, game object, etc.) Would it be possible to modify that action to allow this? In a previous comment here I attached my attempt to modify the action for textures, but it kept giving errors I don't understand.

okay, can you explain why it would backfire, though?

Still trying to get it to work, and are some inconsistencies and issues: I'm trying to use some Array List actions here:

In the Array List Contains Game Object one, it won't find UNLESS I specify a tag. It works, but it'd be great if it didn't need a tag (Untagged was used in this case) and could find regardless of any tag, since this Array will eventually contain objects with different tags.

In the Array List Contains Name action, I can't make it find anything at all in the referenced Texture Array List. What am I doing wrong here?

I tried editing the Array List Contains Game Object to make it a Array List Contains Texture action, but it kept telling me that either a path returned nothing (when I commented out the tag parts) or that it didn't expect a return. i don't get it, but I attached it. It'd be great to have these actions for ALL variable types, not just Game Object. That's what the action Array List Contains Name seems to be, but I can't get it to find anything, as shown in the images.

I'm testing the EcoSystem action Array List Contains Name right now. if this works, then my request is to get this action, except for standard FSM arrays:

FSM Array Contains Name
Array Contains Name

UPDATE: I can't get it to work. It never finds anything. :(

I'm trying ArrayMaker, and it also seems to not be able to do this.

Here's what I'm trying to do. I find the name of the item that the player is holding. So that's now in a STRING variable. Then I want to update the Equipped Item Icon display in the HUD. So I need to find, from my ItemIconTextures arraylist, the texture that has the same name as the item the player is holding, WHEREVER it's stored in the array, regardless of its index. i'm adding new textures and prefabs all the time, so indices don't help since all I have is the name of the object being held, to use.

Thanks, I have most of those ecosystem actions, but I don't see any that can do this.

I just need to get an array's item by a string of the name of its contents, rather than by its ID. I need to check an array to see if any of its entries is called X string (even if it's NOT a string array), then get THAT index entry, whether it's a game object, a texture, etc. I'll look into ArrayMaker as well, but for now this is the only thing I need.

Here is a picture of the action I need, edited by me:

Action Requests / Get FSM Array Variable by String Name (Not Just by Index)
« on: November 13, 2018, 07:59:40 PM »
Get FSM Array Variable by String Name (Not Just by Index)

This would save us having to copy over the entire array to a different fsm, just to do an Array Contains search on it.

EDIT: this is even harder than I thought. It seems we can only use Array Contains by index or exact type match (game object array contains this game object?) rather than saying "game object array contains game object named X?"

We need to be able to check ANY array type for an entry with a certain NAME, whether it's an array of prefabs, textures, strings, etc. Please help.

Action Requests / String to Float with Case for if Invalid
« on: November 13, 2018, 03:10:15 PM »
My game keeps hanging when players put in a time string, then the String to Float can't handle it. Would be great if there was a case in this action for "do if not a valid float/or is empty".

Action Requests / Re: Get Color Variable's Hex Value as a String?
« on: November 13, 2018, 12:41:25 PM »
well, fancy coding or not, it requires users to understand more than just how playmaker works, which partially defeats the point of using playmaker, but also presents a potential learning opportunity.

does this work now? someone had an issue with it, but it would be cool to use if it works.

Action Requests / Get Float Right
« on: November 13, 2018, 11:48:38 AM »
Hello. I need an action that gets the rightmost two places of a float variable. currently I have to convert the float to a string, get string right 2, then convert that to a float again.

so if the input float is 632, the result of this action would be 32.

also it would be great to have a similar one for get float left. thanks!

Feature Requests / Hide/Reduce Size of the FSM "Inspector" Window?
« on: November 05, 2018, 08:28:04 PM »
Hello. It would be nice to have a little icon at the top of an FSM in the editor, and if you click it, it totally hides the right-side "inspector" window - the part of the editor with tabs like FSM, STATE, EVENTS, VARIABLES.

It would also be nice to be able to reduce its size FURTHER, as it has a "minimum" size that still takes up a lot of space, especially on my computer that has text size at 150%.

Reducing or hiding the window would make it easier to view my FSM and also to perform some specific actions (I'm currently copying a state from one FSM into several, meaning I don't need this window at all, just to see the main editor itself.)

Pages: [1] 2 3 ... 14