playMaker

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.


Topics - ermak

Pages: [1]
1
Work In Progress... / Infection Rate (co-op zombie survival)
« on: November 03, 2016, 09:57:25 AM »


GAME DESCRIPTION

Infection Rate is 3rd person Co-op Zombie Survival with multiplayer.

FEATURES

- Different ways to escape from the levels
- 8 playable characters with unique abilities and skills
- Random position spawn of items
- Combinations between items
- Additional extras like skins and item sets
- Cloud server for player accounts
- Online Co-Op up to 4 players
- Achievements
- Heart attacks
- And more...

HOW YOU CAN HELP US?
- Have fun with our previous games
- Report Bugs and suggestions:
http://algames.eu/osticket/open.php
- "Like" our facebook/twitter page
- "Share" our website and facebook/twitter page with your friends
(and try online mode together?)

Gameplay Video:
https://www.youtube.com/watch?v=tfXEFoh7Lu8
https://www.youtube.com/watch?v=CU2AATZzyWE

More information:
http://www.algames.eu
https://www.facebook.com/algames.eu

https://www.facebook.com/InfectionRate/
https://twitter.com/InfectionRate

PLAY OPEN BETA
http://algames.eu/ir/

Thanks!

2
Hello,
Can someone confirm "Set Animator IK Goal" works on Playmaker 1.8.1?
I get this error:
Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK

I know, now "Animator" actions are built-in v1.8.1. But before everything was fine:
https://github.com/jeanfabre/PlayMaker--Unity--Animator_U4-SubModule-/blob/master/Changelog.md
https://hutonggames.fogbugz.com/?W1031
https://www.youtube.com/watch?v=HLD7ZCoPAGA

I am with Unity 5.3.4 and I test this in new project.

This is the difference between scripts:
https://www.diffchecker.com/bwebx8nr

Left Side:
Built-In action in Playmaker 1.8.1


RIght Side:
v1.1.6 from here:
https://github.com/jeanfabre/PlayMaker--Unity--Animator_U4-SubModule-/blob/master/Changelog.md
Before Playmaker 1.8.1

3
Playmaker Help / Photon 1.78 (WebGL support) Question
« on: June 10, 2015, 10:45:48 AM »
Unity 5.02
Playmaker 1.7.8.3
Photon 1.54 from: https://www.assetstore.unity3d.com/en/#!/content/1786
Photon 1.51 Actions from: https://hutonggames.fogbugz.com/default.asp?W928

Version 1.54 of Photon have "Fixed: WebGL support". This is very important, because all web browsers soon will stop "Unity plugin addon". Google Chrome is first.

In new project after import of "Photon 1.51 Actions" and Photon 1.54 I have this error:

Code: [Select]
Assets/PlayMaker PUN/Editor/PlayMakerPhotonWizard.cs(32,17): error CS0103: The name `dontCheckPunSetup' does not exist in the current context
Assets/PlayMaker PUN/Editor/PlayMakerPhotonWizard.cs(154,33): error CS0103: The name `dontCheckPunSetup' does not exist in the current context
Assets/PlayMaker PUN/Editor/PlayMakerPhotonWizard.cs(171,33): error CS0103: The name `dontCheckPunSetup' does not exist in the current context
Assets/PlayMaker PUN/Editor/PlayMakerPhotonWizard.cs(340,33): error CS0103: The name `Current' does not exist in the current context
Assets/PlayMaker PUN/Editor/PlayMakerPhotonWizard.cs(410,41): error CS0103: The name `Current' does not exist in the current context

Problem can be resolved by deleting: PlayMakerPhotonWizard.cs
But after this menu: PlayMaker -> Addons -> Photon Networking -> Setup wizard... is lost.

Of course this problem can be resolved again by manually editing this file for setup:
Assets/Photon Unity Networking/Resources/PhotonServerSettings.asset

So, my question is - Can anyone confirm 1.51 Actions working on Photon 1.54? And WebGL support is fine or not?

I will continue looking for issues and testing.
For now is just a "Playmaker Photon Wizard" problem.

4
Playmaker Help / [SOLVED] Raycast - Direction problem
« on: June 02, 2015, 11:54:33 AM »
Hello,




I want "Raycast Direction" to point at Vector3 Target Object.
I am not sure where exactly is the problem... maybe "Direction" is correct, but angle
is not the same as target object.

With "Debug Line" action everything wotking fine.




How I can make "Raycast Direction" like a "Debug Line"?

5
Hello,

I am with Unity 4.5.3 , Playmaker 1.7.7.2 , Photon Networking Actions 1.28.3 from: https://hutonggames.fogbugz.com/default.asp?W928

When you are inside a Room , PhotonNetworkGetRoomProperties working fine with "custom properties":



But when you are in Lobby , PhotonNetworkGetNextRoomProperties is bugged and not getting "custom properties":



This is very bad thing, because you can't show usefull information in Lobby like a Map, Game Modes...

This is the code of PhotonNetworkGetRoomProperties and working fine:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Photon")]
[Tooltip("Get the room we are currently in. If null, we aren't in any room.")]
[HelpUrl("https://hutonggames.fogbugz.com/default.asp?W910")]
public class PhotonNetworkGetRoomProperties : FsmStateAction
{

[UIHint(UIHint.Variable)]
[Tooltip("True if we are in a room.")]
public FsmBool isInRoom;


[ActionSection("room properties")]
[UIHint(UIHint.Variable)]
[Tooltip("the name of the room.")]
public FsmString RoomName;

[UIHint(UIHint.Variable)]
[Tooltip("the number of players inthe room.")]
public FsmInt playerCount;


[UIHint(UIHint.Variable)]
[Tooltip("The limit of players to this room. This property is shown in lobby, too.\n" +
"If the room is full (players count == maxplayers), joining this room will fail..")]
public FsmInt maxPlayers;

[UIHint(UIHint.Variable)]
[Tooltip("Defines if the room can be joined. If not open, the room is excluded from random matchmaking. \n" +
"This does not affect listing in a lobby but joining the room will fail if not open.")]
public FsmBool open;

[UIHint(UIHint.Variable)]
[Tooltip("Defines if the room is listed in its lobby.")]
public FsmBool visible;

[Tooltip("Custom Properties you have assigned to this room.")]
[CompoundArray("Room Custom Properties", "property", "value")]
public FsmString[] customPropertyKeys;
[UIHint(UIHint.Variable)]
public FsmVar[] customPropertiesValues;


[ActionSection("Events")]


[Tooltip("Send this event if we are in a room.")]
public FsmEvent isInRoomEvent;

[Tooltip("Send this event if we aren't in any room.")]
public FsmEvent isNotInRoomEvent;

[Tooltip("Send this event if the room properties were found.")]
public FsmEvent successEvent;

[Tooltip("Send this event if the room properties access failed, likely because we are not in a room or because a custom property was not found")]
public FsmEvent failureEvent;

public override void Reset()
{

RoomName = null;
maxPlayers = null;
open = null;
visible = null;

playerCount = 0;

isInRoom = null;
isInRoomEvent = null;
isNotInRoomEvent = null;

customPropertyKeys = new FsmString[0];
customPropertiesValues = new FsmVar[0];

successEvent = null;
failureEvent = null;

}

public override void OnEnter()
{
bool ok = getRoomProperties();


if (ok)
{
Fsm.Event(successEvent);
}else{
Fsm.Event(failureEvent);
}

Finish();
}


bool getRoomProperties()
{
Room _room = PhotonNetwork.room;
bool _isInRoom = _room!=null;

isInRoom.Value = _isInRoom;

if (_isInRoom )
{
if (isInRoomEvent!=null)
{
Fsm.Event(isInRoomEvent);
}
}else{

if (isNotInRoomEvent!=null)
{
Fsm.Event(isNotInRoomEvent);
}
return false;
}

// we get the room properties
RoomName.Value = _room.name;
maxPlayers.Value = _room.maxPlayers;
open.Value = _room.open;
visible.Value = _room.visible;
playerCount.Value = _room.playerCount;

// get the custom properties
int i = 0;
foreach(FsmString key in customPropertyKeys)
{
if (_room.customProperties.ContainsKey(key.Value))
{
PlayMakerPhotonProxy.ApplyValueToFsmVar(this.Fsm,customPropertiesValues[i],_room.customProperties[key.Value]);
}else{
return false;
}
i++;
}

return true;
}

}
}

This is the code of PhotonNetworkGetNextRoomProperties and not working:

Code: [Select]
using UnityEngine;
using System.Collections.Generic;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Photon")]
[Tooltip("Let's you loop through the available Photon rooms. This action works only when you are in the Lobby, use PhotonNetworkGetRoomProperties when you are in a room")]
[HelpUrl("https://hutonggames.fogbugz.com/default.asp?W1115")]
public class PhotonNetworkGetNextRoomProperties : FsmStateAction
{

[ActionSection("room properties")]

[UIHint(UIHint.Variable)]
[Tooltip("the room index in the list.")]
public FsmInt roomListIndex;

[UIHint(UIHint.Variable)]
[Tooltip("the name of the room.")]
public FsmString RoomName;

[UIHint(UIHint.Variable)]
[Tooltip("the number of players in the room.")]
public FsmInt playerCount;

[UIHint(UIHint.Variable)]
[Tooltip("The limit of players to this room. This property is shown in lobby, too.\n" +
"If the room is full (players count == maxplayers), joining this room will fail..")]
public FsmInt maxPlayers;

[UIHint(UIHint.Variable)]
[Tooltip("Defines if the room can be joined. If not open, the room is excluded from random matchmaking. \n" +
"This does not affect listing in a lobby but joining the room will fail if not open.")]
public FsmBool open;

[UIHint(UIHint.Variable)]
[Tooltip("Defines if the room is listed in its lobby.")]
public FsmBool visible;

[Tooltip("Custom Properties you have assigned to this room.")]
[CompoundArray("room Custom Properties", "property", "value")]
public FsmString[] customPropertyKeys;
[UIHint(UIHint.Variable)]
[Tooltip("Values of each properties")]
public FsmVar[] customPropertiesValues;

[ActionSection("Events")]

[Tooltip("Event to send if we are not in the lobby. We can only get the list of rooms if we are in the lobby")]
public FsmEvent notInLobbyEvent;

[RequiredField]
[Tooltip("Event to send to get the next room.")]
public FsmEvent loopEvent;

[Tooltip("Event to send if there is no rooms at all")]
public FsmEvent noRoomsEvent;

[RequiredField]
[Tooltip("Event to send when there are no more rooms to loop.")]
public FsmEvent finishedEvent;

public override void Reset()
{
roomListIndex = null;
RoomName = null;
maxPlayers = null;
open = null;
visible = null;
playerCount = 0;

customPropertyKeys = new FsmString[0];
customPropertiesValues = new FsmVar[0];

notInLobbyEvent = null;
loopEvent = null;
finishedEvent = null;
noRoomsEvent = null;
}

// cache the rooms
private RoomInfo[] rooms;

// increment a room index as we loop through the hits
private int nextRoomIndex;
private RoomInfo _room;

public override void OnEnter()
{

//check if we are in a room or not
//if (PhotonNetwoek.is)
if (!PhotonNetwork.insideLobby)
{
Fsm.Event(notInLobbyEvent);
Finish();
return;
}

if (nextRoomIndex==0)
{
rooms = PhotonNetwork.GetRoomList();
}

if (rooms.Length==0)
{
nextRoomIndex = 0;
Fsm.Event(noRoomsEvent);
Fsm.Event(finishedEvent);
Finish();
return;
}

if (nextRoomIndex>=rooms.Length)
{
nextRoomIndex = 0;
Fsm.Event(finishedEvent);
Finish();
return;
}

_room = rooms[nextRoomIndex];

// we get the room properties
RoomName.Value = _room.name;
maxPlayers.Value = _room.maxPlayers;
open.Value = _room.open;
visible.Value = _room.visible;
playerCount.Value = _room.playerCount;



// get the custom properties
int i = 0;
foreach(FsmString key in customPropertyKeys)
{
if (_room.customProperties.ContainsKey(key.Value))
{
PlayMakerPhotonProxy.ApplyValueToFsmVar(this.Fsm,customPropertiesValues[i],_room.customProperties[key.Value]);
}
i++;
}


nextRoomIndex++;

Fsm.Event(loopEvent);

Finish();
}
}
}

What is wrong ?

Please, can anyone confirm this bug too ?

Thanks!

6
Playmaker Help / Photon 1.50.3 - Action NetworkInstantiate not working
« on: January 27, 2015, 01:09:58 PM »
Hello,

I using:

- Unity 4.5.3

- Playmaker Photon Actions v1.28.3
https://hutonggames.fogbugz.com/default.asp?W928

- Photon Unity Networking Free 1.50.3 imported from AssetStore
https://www.assetstore.unity3d.com/en/#!/content/1786
btw it's strange because in changelog.txt last version notes are for
v1.50.2 (13. January 2015), maybe they just forgot to add 1.50.3 notes...
So... i don't know this is valid or not after importing:

v1.50.3 (15. January 2015) Some bugfixes for v1.50 (scene object handling, serialization of custom types). No breaking changes.


Anyway... if I using: PhotonNetworkInstantiate action or PhotonNetworkInstantiateSceneObject, they not working and
this error appear (they was fine on Photon 1.28.3):

"Fsm component 'chicken(Clone)' on gameObject 'chicken(Clone)' has variable checked for network synching, but no PhotonView component is observing this fsm"

But this is not true... I have "PhotonView component observing":



Can anyone confirm this error too? Maybe PhotonNetworkInstantiate and PhotonNetworkInstantiateSceneObject need update... or I don't know.

I very like Photon 1.50 features like a Mecanim Support, PhotonRigidbodyView...
but this error stop me.

I know maybe these Playmaker actions for 1.28.3 are old... but I just received
recommendations to trying the new version 1.50 from this topic:
http://hutonggames.com/playmakerforum/index.php?topic=9073.0
and making testing.

Thanks!

7
Playmaker Help / PhotonViewGetID - How to find GameObject by this ID?
« on: January 19, 2015, 06:21:16 AM »
Hi,

"GameObject" type can't be send over Photon network. "Network Sync" checkbox is inactive in "Variables" panel. Only: int, float, string... types can be send over network. OK

I trying with "PhotonViewGetID"
https://hutonggames.fogbugz.com/default.asp?W917
on "Master client" to get "PhotonView ID"... and i can send this ID as
Int or String to "others". But how after this on "Not Master client"
i can FIND this object by PhotonView ID and save to GameObject variable?

And in general what is the purpose of "PhotonViewGetID" action if there is
no "Photon Find" action?

8
Action Requests / Photon 1.50 Actions update
« on: December 24, 2014, 11:12:33 AM »
Hello,

ExitGames released new version 1.50 of Photon with interesting things:
Mecanim Support, PhotonRigidbodyView, PhotonRigidbody2DView, Ownership Transfer... and more

I will be very happy if we have some new "playmaker actions/scripts" for these new features of Photon.

Photon 1.50 Release notes
http://forum.unity3d.com/threads/photon-unity-networking.101734/

Playmaker Photon Actions v1.28.3
https://hutonggames.fogbugz.com/default.asp?W928

Thanks! And Merry Christmas!

9
Work In Progress... / Crazy Squirrels 3D + Online multiplayer
« on: December 16, 2014, 05:25:25 PM »


GAME DISCRIPTION

Crazy Squirrels 3D is 3rd person Action/Adventure game.
The player goal is to survive versus different animals like a hens, chickens, sheeps... and reaching the end of level by fighting very aggressive boss.

At each level can be collected hazelnuts. With them you can unlock new things like a new characters, game modes, skins and more.

Furthermore, each level can be played differently, because items have random spawn positions.

As a trademark of the series "Crazy Squirrels", you can try your luck on the level slot machine which gives you various rewards. These rewards can significantly help you or hurt you in the level.

FEATURES

- High scores
- Achievements
- Cloud server for profiles
- Slot machine with rewards
- Items random spawn position
- Game platforms: PC Web Browsers (with unity free plugin), Android (smartphones, tablets)
- 100% is NOT "Pay To Win" game, only cosmetical rewards for supporters
- 100% Free game
- Online Multiplayer (CO-OP/Versus)

ONLINE MULTIPLAYER NOTES

- Maximum allowed players online are 4.
- Maximum allowed squirrels are 2. They played in CO-OP and they are "good" characters.
- If second player with squirrel disconnect or die he can't join the same room again with squirrel.
- The goal of squirrels is to complete the level and getting earned hazelnuts from coins.
- It's possible to play with "enemy" characters like a: chickens, hens, sheeps...
- The goal of enemies is to kill squirrels on the level. For every health bar of squirrel they get coins.
 Squirrels getting coins too as compensation, because it's hard to play versus NPCs and real players.
- Enemy will get earned coins only if: all squirrels on the level are dead, disconnected or they completed level.
- After level end every 16 coins are 1 hazelnut, this apply for "good" and "enemy" characters.
- Enemies can't attack squirrels if level boss is started.
- It's possible to achieve new record from total coins in Single or Multiplayer.
- You can join game that is already started.
- Some "enemy" animals can also earn coins from each other. For example: Hen can attack Sheep / Sheep can attack Chicken
- Kamikaze "enemy" animals have a short time to find the squirrels. If they success 16 coins is the reward. If they lose, the squirrels will get 16 coins.
- The same kamikaze animal can't join 2 times the same room. This is the same rule as "second squirrel"...

HOW YOU CAN HELP US?

- Have fun with our previous games
- Make your profile on our website: www.algames.eu
- Report bugs in our forum
- "Like" our facebook page: www.facebook.com/algames.eu
- "Share" our website and facebook page with your friends

Thank you in advance!

Gameplay Video:
https://www.youtube.com/watch?v=L6czac8SObE

More information:
http://www.algames.eu
https://www.facebook.com/algames.eu

Play on PC Browser::
http://algames.eu/games/cs3d/cs3d.php
Play on Android::
https://play.google.com/store/apps/details?id=eu.algames.cs3d

10
Playmaker Help / [SOLVED] EasySave2/ArrayMaker actions bug
« on: November 09, 2014, 03:14:03 PM »
Hi,

I found bug in these actions:
https://hutonggames.fogbugz.com/default.asp?W715
ArrayMakerEasySave2.unitypackage

ArrayListEasyDownload
ArrayListEasyUpload
HashTableEasyDownload
HashTableEasyUpload


Error Message and Error Code, can't saving in variables:



This is very important for the game logic, for example to show in UI "error name and what kind is"...

This is code from EasySave v2.26 : Action "DownloadString"
And everything working fine:
(I can't paste actions from EasySave 2.51 because they are inside .DLL)

Quote
[ActionCategory("Easy Save 2")]
   [Tooltip("Downloads a string from MySQL Server via ES2.php file. See moodkie.com/easysave/WebSetup.php for how to set up MySQL.")]
   public class DownloadString: FsmStateAction
   {
      [RequiredField]
      [Tooltip("The variable we want to load our data into.")]
      public FsmString loadValue;
      [RequiredField]
      [Tooltip("The URL to our ES2.PHP file. See http://www.moodkie.com/easysave/WebSetup.php for more information on setting up ES2Web")]
      public FsmString urlToPHPFile = "http://www.mysite.com/ES2.php";
      [RequiredField]
      [Tooltip("The username that you have specified in your ES2.php file.")]
      public FsmString username = "ES2";
      [RequiredField]
      [Tooltip("The password that you have specified in your ES2.php file.")]
      public FsmString password = "65w84e4p994z3Oq";
      [RequiredField]
      [Tooltip("The unique tag for this save. For example, the object's name if no other objects use the same name.")]
      public FsmString uniqueTag = "";
      [RequiredField]
      public FsmString saveFile = "defaultES2File.txt";
      [Tooltip("The name of the local file we want to create to store our data. Leave blank if you don't want to store data locally.")]
      public FsmString localFile = "";
      [Tooltip("The Event to send if Download succeeded.")]
      public FsmEvent isDownloaded;
      [Tooltip("The event to send if Download failed.")]
      public FsmEvent isError;
      [Tooltip("Where any errors thrown will be stored. Set this to a variable, or leave it blank.")]
      public FsmString errorMessage = "";
      [Tooltip("Where any error codes thrown will be stored. Set this to a variable, or leave it blank.")]
      public FsmString errorCode = "";
      
      private ES2Web web = null;
      
      public override void Reset()
      {
         uniqueTag = "";
         saveFile = "defaultES2File.txt";
         loadValue = null;
         urlToPHPFile = "http://www.mysite.com/ES2.php";
         web = null;
         errorMessage = "";
         errorCode = "";
      }
      
      public override void OnEnter()
      {
         web = new ES2Web(urlToPHPFile+"?tag="+uniqueTag+"&webfilename="+saveFile+"&webpassword="+password+"&webusername="+username);
         this.Fsm.Owner.StartCoroutine(web.Download());
         Log("Downloading from "+urlToPHPFile+"?tag="+uniqueTag+"&webfilename="+saveFile);
      }
      
      public override void OnUpdate()
      {
         if(web.isError)
         {
            errorMessage.Value = web.error;
            errorCode.Value = web.errorCode;
            Fsm.Event(isError);
         }
         else if(web.isDone)
         {
            Fsm.Event(isDownloaded);
            loadValue.Value = web.Load<string>(uniqueTag.Value);
            if(localFile.Value != "")
               web.SaveToFile(localFile.Value);
         }
      }
   }

This is code from ArrayMakerEasySave2.unitypackage : Action "HashTableEasyDownload"
And "Error Message" and "Error Code", not working with variables:

Quote
//   (c) Jean Fabre, 2011-2013 All rights reserved.
//   http://www.fabrejean.net

// INSTRUCTIONS
// Drop a PlayMakerHashTableProxy script onto a GameObject, and define a unique name for reference if several PlayMakerHashTableProxy coexists on that GameObject.
// In this Action interface, link that GameObject in "hashTableObject" and input the reference name if defined.
// Note: You can directly reference that GameObject or store it in an Fsm variable or global Fsm variable

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace HutongGames.PlayMaker.Actions
{
   [ActionCategory("Easy Save 2")]
   [Tooltip("Loads a PlayMaker HashTable Proxy component From MySQL Server via ES2.php file. See moodkie.com/easysave/WebSetup.php for how to set up MySQL.")]
   public class HashTableEasyDownload : HashTableActions
   {
      
      [ActionSection("Set up")]
      
      [RequiredField]
      [Tooltip("The gameObject with the PlayMaker HashTable Proxy component")]
      [CheckForComponent(typeof(PlayMakerHashTableProxy))]
      public FsmOwnerDefault gameObject;

      [Tooltip("Author defined Reference of the PlayMaker HashTable Proxy component ( necessary if several component coexists on the same GameObject")]
      [UIHint(UIHint.FsmString)]
      public FsmString reference;
      
      [Tooltip("A unique tag for this save. For example, the object's name if no other objects use the same name. Leave to none or empty, to use the GameObject Name + Fsm Name + hashtable Reference as tag.")]
      public FsmString uniqueTag = "";
      
      [RequiredField]
      [Tooltip("The name of the file that we'll create to store our data. Leave as default if unsure.")]
      public FsmString saveFile = "defaultES2File.txt";
      
      [Tooltip("The name of the local file we want to create to store our data. Leave blank if you don't want to store data locally.")]
      public FsmString localFile = "";
      
      
      [ActionSection("Upload Set up")]
      
      [RequiredField]
      [Tooltip("The URL to our ES2.PHP file. See http://www.moodkie.com/easysave/WebSetup.php for more information on setting up ES2Web")]
      public FsmString urlToPHPFile = "http://www.mysite.com/ES2.php";
      [RequiredField]
      [Tooltip("The username that you have specified in your ES2.php file.")]
      public FsmString username = "ES2";
      [RequiredField]
      [Tooltip("The password that you have specified in your ES2.php file.")]
      public FsmString password = "65w84e4p994z3Oq";
      
      
      [ActionSection("Result")]
      [Tooltip("The Event to send if Download succeeded.")]
      public FsmEvent isDownloaded;
      [Tooltip("The event to send if Download failed.")]
      public FsmEvent isError;
      [Tooltip("Where any errors thrown will be stored. Set this to a variable, or leave it blank.")]
      public FsmString errorMessage = "";
      [Tooltip("Where any error codes thrown will be stored. Set this to a variable, or leave it blank.")]
      public FsmString errorCode = "";
      
      private ES2Web web = null;
      
      private string _tag;
      
      public override void Reset()
      {
         gameObject = null;
         reference = null;
         
         uniqueTag = new FsmString(){UseVariable=true};
         localFile = "";
         saveFile = "defaultES2File.txt";
         urlToPHPFile = "http://www.mysite.com/ES2.php";
         web = null;
         errorMessage = "";
         errorCode = "";
      }
      
         
      
      public override void OnEnter()
      {
         if ( SetUpHashTableProxyPointer(Fsm.GetOwnerDefaultTarget(gameObject),reference.Value) )
         {
            DownloadHashTable();
         }
      }
      
      private void DownloadHashTable()
      {
         if (! isProxyValid() )
            return;
         
         
         _tag = uniqueTag.Value;
         if (string.IsNullOrEmpty(_tag))
         {
            _tag = Fsm.GameObjectName+"/"+Fsm.Name+"/hashTable/"+reference.Value;
         }
         
         
         
         web = new ES2Web(urlToPHPFile+"?tag="+_tag+"&webfilename="+saveFile.Value+"&webpassword="+password.Value+"&webusername="+username.Value);
         this.Fsm.Owner.StartCoroutine(web.Download());
         Log("Downloading from "+urlToPHPFile.Value+"?tag="+uniqueTag.Value+"&webfilename="+saveFile.Value);
      }
      
      public override void OnUpdate()
      {
         if(web.isError)
         {
            errorMessage = web.error;
            errorCode = web.errorCode;
            Fsm.Event(isError);
            Finish();
         }
         else if(web.isDone)
         {
            Fsm.Event(isDownloaded);
            
            Dictionary<string,string> _dict = web.LoadDictionary<string,string>(_tag);
         
            if(localFile.Value != "")
            {
               web.SaveToFile(localFile.Value);
            }
            
            Log("DownLoaded from "+saveFile.Value+"?tag="+_tag);
   
            proxy.hashTable.Clear();
            
            foreach(string key in _dict.Keys)
            {      
               proxy.hashTable[key] = PlayMakerUtils.ParseValueFromString(_dict[key]);
            }
            
            Finish();
         }
      }
      
   }
}

I am with:
Playmaker 1.7.7.2
Easy Save 2.51
ArrayMaker.unitypackage
ArrayMakerEasySave2.unitypackage
(from https://hutonggames.fogbugz.com/default.asp?W715)

Please, if anyone can help me :)

11
Playmaker Help / Photon - Received rotation is jerky (not smooth)[SOLVED]
« on: October 18, 2013, 02:50:29 PM »
Hello,

I downloaded this: PlayMaker Photon Demo
http://www.hutonggames.com/samples.php

Received position on network is very smooth with this custom action: Vector3 Lerp 2
http://hutonggames.com/playmakerforum/index.php?topic=1126.msg4726#msg4726


But rotation have very bad looking and jerky... it's not smooth like a position:



How i can have beautiful and smooth rotation too?

I find these custom actions:
https://hutonggames.fogbugz.com/default.asp?W967
They have: Quaternion and Lerp, but do i need another custom action like a Vector3 Lerp 2, because there is added deltatime too?

Please, can anyone give me example with picture or package for "receiving smooth rotation on network with photon"?

Thanks!

12
User Showcase / Crazy Squirrels - Hen House
« on: August 25, 2013, 07:23:10 AM »


Crazy Squirrels - Hen House

FEATURES:

- Scores
- Achievements
- Server cloud

INSTRUCTIONS:

Left Arrow – Left Move
Right Arrow – Right Move
Space – Jump
A – Left Move
D – Right Move
ESC – Menu

PROFILE:

With profile you can upload/download achievements and scores to our server.
This will help you to play with your profile from every PC or Android device.
Just use correct user name and password inside the game.

WEB SITE:

Check our site if you want:
- To see global stats of this game
- To delete your profile
- To see more games

--------------------------------------------------------------------------------------------
Play on Gamejolt:
http://www.gamejolt.com/games/action/crazy-squirrels-hen-house/16996/
--------------------------------------------------------------------------------------------
Play on Kongregate:
http://www.kongregate.com/games/theone86/crazy-squirrels-hen-house
--------------------------------------------------------------------------------------------
Play on Android:
https://play.google.com/store/apps/details?id=com.home.generic
--------------------------------------------------------------------------------------------

13
Action Requests / 2D Toolkit 1.90 - "IsPlaying(clip)" Action
« on: February 01, 2013, 08:40:26 AM »
Hello,

Last version of 2D Toolkit 1.90 have this:

- tk2dAnimatedSprite.IsPlaying(clip) will tell you if that clip is currently playing

Can we have this update here?
https://hutonggames.fogbugz.com/default.asp?W717

Thanks!

Pages: [1]