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Messages - pietwelve

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Playmaker Help / Re: Onclic send event to NAMED fsm
« on: February 14, 2018, 04:40:00 PM »
Thanks djaydino, you're right ... in my new test it works ... I'm confused because on previous case it didn't...
If I find out what make it work or not , i will post here so others can benefit from the reading.

Playmaker Help / Onclic send event to NAMED fsm
« on: February 14, 2018, 12:40:41 PM »
I can send an Event to an FSM from the  OnClic() list of a Unity Button (PlaymakerFSM.SendEvent).
But it only works if the FSM has its default "FSM" name.
If it has a different name it no longer works.
Is there an easy solution (keeping my FSM name;-) ?
(attached screenshots)
Have a nice day :-)

Playmaker Help / Re: Event search or monitor
« on: January 18, 2018, 07:52:49 PM »
Thanks Alex for the info :-)

Playmaker Help / Re: Event search or monitor
« on: January 16, 2018, 01:09:05 PM »
Niiiiiice thanks for the "Get Event Info" tip :-)

PS : my first English quote ever is free of charge ;-)

Playmaker Help / Event search or monitor
« on: January 16, 2018, 12:24:15 PM »
My game is getting bigger every day but my brains remains small ;-)
So i sometimes get lost in all the Global-Event sent from one FSM to an other.
Is there a way to :
- search in all the FSM if there is a "send event" Action for one of my Global-Event ?
- Monitor all the Events sent during playtime ?
Thanks  :-)

Feature Requests / Re: Mute or deactivate or passtrough State
« on: December 20, 2017, 10:17:41 AM »
I'm so proud Jean agrees with me !

Feature Requests / Re: Mute or deactivate or passtrough State
« on: December 19, 2017, 02:30:33 PM »
I'm glad to read all your inputs :-)

Feature Requests / Mute or deactivate or passtrough State
« on: December 18, 2017, 01:27:27 PM »
Sometime i'd like to "switch off" a state instead of deleting it...
eg :
   - i've got a state, not connected with other state, but with a global transition
           Just making it "inactive" so i can activate it again if i want.
   - i've got a state, connected this time with other states
          Make it "inactive" like a passthrough
So in other words it would be great to be able to test a FSM with or without a state  :-)
Sorry if it does exist already and i don't know ...

thanks for the "dotween" advice, i'll look into it.
Unfortunately for some reasons in this case i cant use prefab.
So for now i've replaced itween actions with standard transform actions and the errors are gone ...
Have a nice day :-)

I'm cloning objects from the scene (not prefab).
Any advice ?
Thanks again :-)

thanks for your post.
- No errors with a breakpoint on the state with the "create Object " action.
- With a breakpoint on the state after the "create Object " action, i've got one error. When clicking on the error the cloned object get highlighted (not the source object)
is that what you suggested to do ?

I've got GameObjects with "itween move Add" action within FSM.
Everyting is allright untill i clone those GObj at startup using "Create Object" action.

Then i've got this console error :
NullReferenceException: Object reference not set to an instance of an object
iTween.RetrieveArgs () (at Assets/iTween/iTween.cs:6793)

Any idea or advice ?
Thanks !
plmker 1.8.4 f5, Unity 5.6.1 f1

Hi Jean,

my post "september 30 4:47:51 PM" was the right solution for my problem.
hope it will help others...


Thanks for your input.
I will look into Linker Wizard and actions from the ecosystem :-)

ok it looks like i get rid of errors (red circles on playmaker states) and that it works in Build when i do that :
- add a "Mouse Pick 2d Event" Action in the state
- replace System transition/event (Mouse Over, Mouse Exit...) with custom ones, like "MousePick2DEvent_Over" for example.

I'll will add more details to this post if i understand new stuff about this problem ...
Or if it stops working ;-)

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