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Topics - Dakk

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Action Requests / Scripting Define Symbols
« on: December 11, 2017, 11:08:14 AM »
Is there any PM action that looks at Scripting Define Symbols?

It would function similar to a boolean test.

Action Requests / Arraymaker Easy Save 3 Actions
« on: November 13, 2017, 11:33:45 AM »
Hi Jean,

Any chance you will be updating the Arraymaker Easy Save actions to work with Easy Save version 3?   

ES3 is almost out of beta, and I'd like to switch over to it, but I am reliant on the excellent Arraymaker action set you made.

Let us know.

Playmaker Help / DataMaker incompatible with UWP
« on: October 31, 2017, 04:39:54 PM »
I have been using datamaker without issue for some time, but when switching to Universal Windows Platform and trying to make a build I get a slew of errors- see the attachment.
Any idea how to fix these errors?

Playmaker Help / Singleton Manager
« on: August 16, 2017, 10:11:40 AM »
I've searched the forums and couldn't find an answer, there is probably an easy/obvious one I am missing.

I use the singleton manager to prevent duplicates on my controllers as the game moves through different scenes (I have dups so that the game can be run from any scene without having to start at the title screen).  This works fine. 

The problem arises in that I have these controllers define themselves (get self) and store as global game object variables so that other FSM's can access them.

On scene load, the singleton manager destroys the original game object, which causes the controller to lose its global var game object assignment.  So I add an action for the controller to re-define itself after any level load.   

This doesn't work well, it requires a loop as the self-definition fails silently as the first step after level load.  So I have to check if it is null and loop (get self) until it gets defined.   This works, but causes a cascade of timing issues, as I can't rely on that controller being defined in the first few frames after load.  I am also concerned that the timing is not deterministic and could vary per user so it may cause some hard to track bugs in the wild.

If the singleton manager resolved duplicates by destroying the object in the NEW scene- instead of the one that is already in use, I think it would avoid all of these problems and my global variable game objects would stay defined.

Maybe there is another pattern I should be using.  Any help appreciated!

Playmaker Help / Trigger event return a list of colliders?
« on: March 03, 2017, 03:22:30 PM »
Hi, I am new to Playmaker so there may be an easy answer but I have looked for a while and can't seem to find a way to get a list of all colliders inside a trigger (box collider).  Multiple objects in the scene may begin life inside the collider so I don't think Get Trigger Info will work, and Trigger Event only stores a single collider.   

I am looking to get a list of all of the objects inside a trigger volume then sort them by their z pos, to do some processing.
Thanks in advance!

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