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Messages - Anaxtasia

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1
Playmaker Help / Re: Store local FSM variable name as String ??
« on: April 25, 2018, 06:10:56 AM »
Hi there! Thank you for the reply.  :)

I'm using EasySave2 to save some local Fsm variables on an external file. Thing is, this plugin uses string 'tags' to locate an individual data in that said savegame, so I can't use the same tag name for two different local Fsm variables that are called the same in different Fsm's.

Therefore, I'm building a custom string tag prior to each Fsm save action. Like this...:



As you can see, I'm using the name of the owner object to make the tags unique, and I (manually) add the name of the variable to save as the second part of the string tag.

What I'm interested in doing is substituting that manual input with another string pointing to the local variable name to be saved.

The advantage of being able to select the variable from a dropdown list is that if I need to change its name (for reasons I admit I don't foresee atm), its "linked" string variable value would also change.

Tbh, I realize this is not a huge feature to have. But I was curious in case I was missing some already supported way to do it.

Btw, there was also another guy here, asking a very similar question but with a much more complex situation than mine. It may be that he genuinely needs that feature to exist, idk.

Thank you for reading!

2
Playmaker Help / Re: Find gameobject by PARTIAL name ?
« on: April 25, 2018, 05:37:03 AM »
As far as I can tell, this is not a function in unity (therefore it is not a function in playmaker). There might be a third party app that can do it, but not that I can see.
Ah okay. I guess some degree of coding is needed for this one.

Thanks for the reply!  :D

3
Playmaker Help / Re: Store local FSM variable name as String ??
« on: April 23, 2018, 04:04:06 PM »
Bump?

4
Playmaker Help / Re: Find gameobject by PARTIAL name ?
« on: April 23, 2018, 04:03:42 PM »
Bump?

5
Playmaker Help / Find gameobject by PARTIAL name ?
« on: April 20, 2018, 06:23:57 PM »
Hi there,

I've been looking for an action for finding a child gameobject that would contain a partial substring, but I didn't find any.

Am I missing something? This seems to be pretty straightforward, so I'll be... err, amazed that I'm the first one asking for it.  :o

Thanks!

6
Playmaker Help / Store local FSM variable name as String ??
« on: April 20, 2018, 04:23:23 AM »
Hi there,

Having the possibility of storing the name of a local FSM variable into another local FSM string variable in the same FSM would be very useful to me (for a saving system).

Is this currently possible?

7
Please, could someone clarify if this is possible already?

8
^

I'm also interested in this. Specifically, a way to store a local FSM variable name as a string.

9
Playmaker Help / Re: Renaming Global Variables. [SOLVED]
« on: December 10, 2016, 06:20:22 AM »
Not wanting to be pushy or looking to be too entitled, nor wanting to re-necroing old posts... but I only wanted to say that being able to rename globals would be so hugely great...  ::)

I know I'm an amateur "coder" at best and that a good one would try to avoid globals like the pest, but I'm no pro and I'm also a horrible planner, so I find myself continuously regretting the name I give to globals, making the final list of my variables an awful mess.

So... yeah. It would be great to have that ability. Just saying, pretty please and all that...  ;)

10
Ok, I've just seen that there's a "Finish FSM" action that does the work and it seems designed specifically to be run on itself.

I'm using this now, so no answer is required. I assume the "Enable FSM" action is more appropriate to be run on another FSM instead of the owner.  ::)

11
I have the weirdest problem...

I've just created a FSM in an empty object with the sole objective of running some actions at game start and then disable itself.

I've put an action in there and then a "Enable FSM" action pointing to 'Owner' and unchecking 'Enable' so the FSM gets disabled as soon as it runs the previous action.

Then I press 'Play' and I need to wait for around twenty seconds for the game to play instead of the normal five or so.  :(

It doesn't happen if I leave the FSM enabled by not adding this "Enable FSM" action.

Am I doing something wrong?


Edit: Forget about that "twenty seconds" statement. I've just run it again and the Unity editor has stopped responding to Windows for minutes now, and no hint of recovering itself!

12
Pre-release Discussion / Re: input fields loose focus
« on: September 19, 2016, 06:50:39 AM »
Try to open an empty scene and then edit your Prefab, because I think you are having problem when editing prefabs right?
Yep, that's right. I didn't notice that fact before.

Nevertheless, this morning all is fine again. I didn't do anything and I can edit that prefab without losing focus. Then again that's the first thing I've done after opening Unity, so I'm not sure if it's going to happen eventually.

I'll be sure to notify you guys and try to retrieve more data next time, so you could have better feedback to debug it.
also, make sure you have 1.8.3, the latest version from the Asset store. Do you get the problem even then?
I'm in 1.8.3 indeed. In fact I suspected about that recent version being the culprit because I recently upgraded to it.  ;D

Thank you all!

13
Pre-release Discussion / Re: input fields loose focus
« on: September 18, 2016, 12:07:55 PM »
This is happening to me as well, and I don't have that asset.

But what it is FAR more worrying now is that I've lost the ability of writing more than one character in every action text field. Just as I enter a character I lose focus in the text field. Those from Unity are fine, it's only in the PM editor.

What it's really strange is that this morning it was fine and I've tried to power off my PC just in case it was something weird with my keyboard but no, it's happening only with PM.  :-\

14
Share New Actions / Re: Audio Play Random
« on: September 15, 2016, 05:09:16 PM »
Thank you for this!!  ;D

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