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Messages - thierry_st_malo

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1
Hi,

I mean hutongGames'. I have re-checked this very morning.
Having said that (and fixed the problem for me) I understand that Playmaker is a very large and complex product, and that these things happen.
Still, on the moment I found it annoying, as it cost me four hours of work.

Bye.


2
Playmaker Help / Re: Application Quit doesn't work in the Editor
« on: January 20, 2018, 09:35:46 AM »
It would be pointless, yes. But I don't do that. A function key stops the game and sends me back to the Editor. The mouse cursor isn't always very visible, you know. I'm  very finnicky with my little comfort :-)

3
Playmaker Help / Application Quit doesn't work in the Editor
« on: January 20, 2018, 08:27:20 AM »
And I'm not very happy about it, because it should be clearly stated in the documentation. And it isn't. That cost me a few hours of work and frustration.

I can't understand that: it is so easy to fix! All that was needed was knowing it.






4
Playmaker Help / Re: Running an FSM for a car driver
« on: January 17, 2018, 09:27:32 AM »
Hi again, Jean !
Sorry but nothing's obvious.
I use the action "Get Wheel Collider Ground Hit Properties" that comes from the Ecosystem.
For the Game Object, I use a wheel that has a Wheelcollider component. So far, so good.
For the "collider" parm, what should I use ? I had assumed it would be the terrain, but I can't drag it into the action's input box. In the action's .cs source code, this parm is described as an FsmGameObject.
I'm asking because I believe that you are this action's creator.

Thanks in advance.

5
Playmaker Help / Re: Running an FSM for a car driver
« on: January 17, 2018, 04:21:29 AM »
It DOES make sense.
Many thanks, Jean.

6
Playmaker Help / Running an FSM for a car driver
« on: January 15, 2018, 06:57:51 AM »
Hi,

I am working on a car-based game with Playmaker. In the car's FSM I want to use the Run FSM action, calling four times the same FSM template, once for each wheel collider. Basically the Run FSM works very well ; the template is called four times, executes and returns properly in sequence.

But at this point I am lost. I think that in the template I should define the wheel collider and the Game Object that owns it as inputs. So far, so good. But:
1 - I don't want these inputs to be hard-coded, my intention being to re-se the whole system in other cars as a prefab.
2 - How do I define and access the template's inputs in the car's basic FSM, where the wheel colliders are defined?

You will find attached a basic version of the template.
Thanks in advance.

7
Playmaker Help / Re: Simulating a C# procedure with an FSM [SOLVED]
« on: January 12, 2018, 03:24:23 AM »
Hi,

I quite agree with you, we want to avoid large FSMs. At this point, I think I'll try "Run FSM", which looks like what I'm going after. The description of the action is not very explicit, but there are more details in "Array For Each".

So, I'll try.

Thanks for your help.

8
Playmaker Help / Re: Simulating a C# procedure with an FSM
« on: January 12, 2018, 01:09:34 AM »
Hi,

I use Playmaker 1.8.6.f4 and the action "Get Wheel Collider Ground Hit Properties" that comes from the Ecosystem.

To be quite clear, let me re-phrase my problem: every frame, I must execute four identical and ordered action sequences before the update, and I wonder what is the best way to organize that. One FSM for all four Wheel colliders? Two FSMs? Four FSMs?

With C# I would create a function and call it four times.

Thanks for your help.

9
Playmaker Help / Simulating a C# procedure with an FSM
« on: January 11, 2018, 01:08:30 AM »
Hi, all!

I am working on a simple game about car driving.

For every wheel the same calculations are needed and my current approach is clumsy: there are four copies of the same FSM, changing the wheel collider for each.
It would be more efficient to have a single FSM launched four times during a single frame, just as in C# I would have a single procedure called four times.

What I should do, I guess, is this:

1. Launch the FSM for Wheel 1 and wait until it has completed its computations.
2. Do the same for Wheel 2.
3. Do the same for wheel 3, then for wheel 4.
4. Next Frame Event.
5. Restart the whole cycle.

But in Playmaker everything is asynchronous. So, how can I set up this organized sequence of events and actions?

Thanks in advance; I will be bery grateful for an answer.

10
Playmaker Help / Re: [SOLVED] Array Maker
« on: December 31, 2017, 11:31:07 AM »
Thanks a lot !

11
Playmaker Help / [SOLVED] Array Maker
« on: December 31, 2017, 04:28:28 AM »
A few solemn declarations:

1 - A Very Happy New Year to you all :-)
2 - I am old and dumb. No need to insist on that point.
3 - I got interested in Array Maker because I thought that it would enable me to simulate good old data structures in PlayMaker.
4 - I downloaded the thing from the Ecosystem, but it is flagged as a Unity 4 package. Dumb and old as I am, I have certainly missed the current version. Where is it ?
5 - I have also failed to locate any kind of readable documentation ( html, pdf, whatever ).
6 - I am utterly lost with that thing. Where do I stand ?

Thanks for your help :-)

P.S : I have also failed to activate the emoticons and the text formatting options. I have found how to prevent them, though. Not very bright, huh ?


12
Playmaker Help / Re: Interaction with normal scripting [CLOSED]
« on: November 30, 2017, 02:11:08 AM »
Many thanks !

13
Playmaker Help / Re: Interaction with normal scripting
« on: November 29, 2017, 03:25:08 AM »
Thanks, I can do that but it gave me the idea of something even more useful:

Can a standard C# script send an event that will be detected by a given state in a given FSM and use it (perhaps in a transition) to trigger a state or an action? If so, how to do that?

Thanks in advance. For me at least, that would greatly increase PlayMaker's usefulness !

14
Playmaker Help / Re: Interaction with normal scripting
« on: November 28, 2017, 02:41:45 AM »
No, it doesn't trigger.

And, as I wanted to start with a very simple test, it is just an "Application Quit" action launched with a "Get Key Down f8".

Thanks for your help.

15
Playmaker Help / Interaction with normal scripting [SOLVED]
« on: November 27, 2017, 10:32:50 AM »
Hi,

I try to add a Playmaker FSM to a game that was created with normal scripting, and in my FSM a Get Key Down action doesn't work, as if the keyboard events were "hidden" from PlayMaker. What might me the cause?

Thanks.

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