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Messages - craigz

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1
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 :)

-craigz

2
General Discussion / Re: Playmaker version of Inheritance?
« on: October 10, 2017, 11:16:24 PM »
That's very true, that's kind of the general point I'm currently sitting at :)

The only issue is that (and maybe this doesn't matter?) it has to cycle through those branching actions EVERY time it has to move/attack etc. And many of those attack patterns require unique variables that would otherwise sit empty on the parent FSM.

Granted now you've got me thinking... maybe most of them DONT need uniquely set variables, but nothing more than a target object... hmm :)

Thanks for the brainstorming Krmko! :D

-craigz

3
Playmaker Help / Re: unity timeline actions?
« on: October 10, 2017, 10:08:28 AM »
bump!

Wanted to also chime in about how useful a PlayableDirector.SetGenericBinding action would be :)

-craigz

4
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?

Ref: https://unity3d.com/learn/tutorials/topics/scripting/inheritance

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

-craigz

5
Playmaker Help / Re: Making a BuildNavMesh custom action.
« on: September 20, 2017, 11:13:22 AM »
Wahoo! +1 to this ;)

6
Playmaker Help / Re: Pathfinding and local avoidance for RTS
« on: September 20, 2017, 11:08:46 AM »
Deal! I'll pop on it! :)

7
Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: September 20, 2017, 11:05:36 AM »
Wanted to jump in here real quick and see if there'd been an update for the actions to work with the free version of TMP?

Getting this error continually -


And then this read out at the bottom ;)


As ever, thank you for all the wonderful work! :D

-craigz

8
Playmaker Help / Re: Pathfinding and local avoidance for RTS
« on: September 15, 2017, 09:13:08 PM »
Just wanted to chime in here and mention I'm SUPER interested in having some Playmaker actions for A*, so if you're working on them still @tcmeric, keep doing it! :D

-craigz

9
Share New Actions / Re: Trigger Event Once Per Object
« on: September 09, 2017, 04:45:09 PM »
Sorry for the delay ;) just moved and got the interwebs back! :D

Works like a charm now! So thank you :)

And oh gosh yeah, so many of your actions have been super useful. It's funny running into the same gameplay fringe areas where it's like I just need something that does [insert nongeneral action here]. Then finding you made it :P

Thanks again!

-craigz

10
Hey Jean!

Sorry should clarify, was looking specifically for the "uGuiOnSelectEvent" action! I forgot to update to the latest :D

Thanks again! :D

-craigz

11
Hi Jean! :D

Just wanted to ask where to to access those actions?

Thanks for following up on this!

-craigz

12
Share New Actions / Re: Trigger Event Once Per Object
« on: August 22, 2017, 11:54:18 AM »
Hey Michael! :D

Sorry for the necro on this thread, but wanted to ask:

With the Unity 2017 update I've been getting some weird functionality with this action, is this how it's supposed to look? (run time capture)



Could have sworn there used to be something next to 'Already Hit'.

Also does it clear the list after being used normally? (when disabling/reenabling the FSM)? Getting some sporadic results if so... xD

Thanks for making this, SO useful :D

Let me know!

-craigz

13
Share New Actions / Re: Random Int No Repeat
« on: June 07, 2017, 02:03:53 PM »
Hi djaydino!

Sorry for the thread necro :)

Wanted to ask you a question about whether this still has been working for you? Whenever I use it I get tons of repeats and missing numbers... despite toggling the different options on the action...



Let me know what you think! Would love to use this! :)

-craigz

14
General Discussion / Re: Nintendo Switch Support
« on: May 17, 2017, 10:38:15 AM »
Just looking to confirm if anyone has got a PM project up and running on the Switch? (not about how to get a kit, thank you for your long write up though @Just... :)

-craigz

15
General Discussion / Re: Nintendo Switch Support
« on: May 02, 2017, 11:16:21 PM »
So then just for clarification, you were (without getting into it too much  ;) ) able to get something up and running on the Switch?

-craigz

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