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Topics - craigz

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I keep having Global Variables deleting themselves and breaking their connections to FSM's. It's been getting super frustrating and I'm not sure what to do. Each time it happens I lose hours of work  :-\

Without really knowing how things are working, my only guess is that my Gameobject Global Variables section is corrupt somehow?

The variables that get disconnected don't show up in my Global Variables inspector preview OR the window. But they DO show up in the actual file If I crack it open.

Things to note:
1. First time this happened was with the 'game_game_manager' variable, which I now realize I have two of in my globals for some reason?

2. The variable I'm currently missing is 'game_unit_manager' which shows up in the actual globals file still, but not in the globals inspector preview or the playmaker globals window.

3. In the inspector preview of the globals, there's a floating/unassigned game object variable at the top, seems out of place, could possibly be contributing to the error?

I would just really appreciate some help with this. Been beyond frustrating ><


General Discussion / Is it possible to create new variables at runtime?
« on: October 10, 2017, 11:18:10 PM »
Was curious whether it was possible to create new variables on an FSM at runtime :)


General Discussion / Playmaker version of Inheritance?[SOLVED]
« on: October 05, 2017, 09:48:11 AM »
Hiya! :D

I was wondering whether anyone has found a good way to go about doing inheritances with Playmaker?


This is a common issue I've been running into when dealing with enemy types and their AI.

While certain FSM's such as a Health FSM can be templated out and used well, assigning subtemplates/setting variables WITHIN those gets pretty messy :/ (without having already predeclared variables on the parent FSM that you may not use in the child)

Example: Using an Navigation template that controls how an enemy navigates TO the player. But when they get within range you want to do a more customized style attack.

Enemy 1: Goes up to the player, when near, attacks.
Enemy 2: Gets within 10 feet of player, teleports behind them and attacks.

Is it best to just try and keep getting clever with Run FSM to do something like this?

Sorry if there's confusion, starts to fry my brain after a bit of thinking :P



Wanted to see if anyone had some experience with this before? It's been hard to pin point exactly WHAT statee/operation is causing this to happen in my project because of the N/A information.  But a 2342.12 ms lag is kind of crazy  ???

Close up of the culprit in the profiler




Action Requests / Object Variable Changed[SOLVED]
« on: October 07, 2016, 05:23:25 PM »
Anyone know of an 'Object Changed' action that functions similar to all the other changed event actions?

Example: A music manager listening to see if it's audio clip variable as changed, to then transition to the new one?

:D :D

User Showcase / W A R C U B E - [╯°□°]╯︵ ☐
« on: July 18, 2016, 05:01:17 PM »
Hi friends!

My name is craigz! I'm making a fun little game called WARCUBE.

Quick synopsis!

WARCUBE is a physics-based action brawler. Use the weapons of war to crush your enemies, siege castles, and bring glory to your six-sided self… all while enjoying a tasteful blend of slow-motion and speed ramping to make you look your best.

Become the WARCUBE.


Got passed Steam Greenlight last month (06/2016) (finishing #6 of 12,000+ :D) but if you want a lot more info, check it out here --> Warcube Greenlight 

But here's some GIFs, so you can see what it's like!

Let me know what you guys think! :D If you want to see more stuff, I've got it all here --> 

craigz :D

Playmaker Bug Reporting / Array Remove Empty Broken [SOLVED?]
« on: July 08, 2016, 06:07:11 PM »
Hiya! :D

I believe the 'Array Remove Empty' action isn't functioning properly :)

I've got 8 string variables with the last 3 of them null (not spaces, I checked  ;)) and it doesn't seem to be removing them from the array.


Playmaker Help / [SOLVED] ArrayMaker / HashTable Break?
« on: December 15, 2015, 03:46:43 PM »

 I recently updated to Unity 5.3, and the Playmaker Hash Table Proxy seems to break during runtime making any sort manipulation fail. It greys out the inspector and throws back an error.

 "Expected top level layout group missing! Too many GUILayout.EndScrollView/EndVertical/EndHorizontal?

I've been able to consistently recreate it by just expanding the PreFilled data menu on the Hash Table Proxy, then running the game.

But if the PreFilled data area is collapsed, then you run the game, it works fine. It's just whenever you expand it, whether before/after running game that the table breaks.

I also tried a fresh project and got the same. Here's a screenshot!

Any ideas?

Action Requests / Multi-Scene Editing
« on: December 08, 2015, 02:01:22 PM »
With Unity 5.3 comes multi-scene editing!

Any plans to get actions for these?  :)

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