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Topics - craigz

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General Discussion / FSM Scene/Object Serialization?
« on: August 23, 2018, 01:20:33 PM »
So I remember seeing this thread a while back about someone digging into serializing FSM's.

**warning dont click the link to Mike's blog inside that post, looks like its gone and might have been replaced with spam site  ::)

I was wondering, is it possible at all to serialize FSM's in that same way still? I know Sirenix (makers of Odin on the asset store) open sourced their awesome (from what I've heard) serialization system.



General Discussion / Nested Prefabs - Unity Preview
« on: June 25, 2018, 02:49:57 PM »
Just wanted to give a shout and see if anyone has played with the new Nested Prefabs and discovered any limitations with them in regards to Playmaker?

SUPER cool - especially the prefab variants.



Action Requests / Cinemachine - Set FOV
« on: May 14, 2018, 03:01:44 PM »
I was curious if there was a way to set the FOV of a cinemachine virtual camera at runtime?

My setup involves just blending between two cameras (up close, farther away) and I figure I could use a Cinemachine Camera Blend, but also though it'd be pretty easy to just manually set the FOV (that ways I wouldnt have to update any references).

Any pointers/direction is super appreciated! :D


Is there currently a way to convert the actual inputed variable name to a string? (so if you create a BOOL called 'check_siegeEvent_sent' the action could store that name to a string variable)

Only tricky part is wanting to use the name of the variable thats inputed INTO a Run FSM Template, rather than the name of the variable IN the template.


FSM Host Variables:
check_seigeEvent_sent [bool]
check_liberateEvent_sent [bool]
check_freeVillagersEvent_sent [bool]

Run FSM Template Inspector Variables:
eventBoolToCheck [bool]
setEventBoolName [string]

So if inputed the host variable 'check_liberateEvent_sent' bool into the 'eventBoolToCheck' on the Run FSM, I'd hope to use the action in the Run FSM to store the 'check_liberateEvent_sent' bool as a string to 'setEventBoolName' to then be used in a Set FSM Bool action later in the template.

Let me know if this makes sense, I think it would be SUPER useful and make using Run FSM wildly more reusable, essentially doing what 'Get Host Info' is doing, but on the variable level. Would also be super useful for manager/data gameobjects that need to perform actions on external game objects from global events.



So I'm not quite sure the term that I'm looking for, but I'm trying to find the farthest point along a Navmesh agents path its able to get to? (especially if the path is incomplete?). And I'd like to set some sort of low cost delay as to how long it waits before rechecking its path (since I can have a fair amount of units).

Two scenarios I'm trying to work through, so maybe there's a better way to do this:

Unit is told to go inside castle, but it can't because there is something in the way. I'd like to get the farthest point along that path up to the gate/point of entry. (usually this is inset from the wall, so the agent finds the gate no problem).

There is a group of units blocking the way to a certain point. Have the game object wait until a path becomes available, then proceed.



Playmaker Bug Reporting / Duplicate variable listed?[SOLVED]
« on: February 12, 2018, 08:46:10 AM »
Can't figure out what exactly caused this.

While editing the category of a local variable on an object there now appears to be two of the same variable?

Is there any way I can fix this on the FSM and not have to make a new one? This ended up causing prefab problems on another object (where adding new variables would overwrite any other similar variable).

Looking for some direction!


Action Requests / Set Enum value via string/index?[SOLVED]
« on: February 12, 2018, 08:10:19 AM »
Wasn't sure if there currently was a way to do this or not...

I'm looking for a way to save current enum values, and best I can find to do is save the index/int for the enum. But then I realized there's no way to actually SET an enum by any value other than an enum.

Could have an int-switch tied to set-enum but that seems like a bit of a workaround. *shrugs* just wasn't sure if there was a better way?




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?

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