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Messages - craigz

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1
Hey djaydino!

I've looked into both xml and json and know the datamaker extension. If you're updating those constantly during a game (say for runtime stats etc) performance actually takes pretty big hit.

Thats why (I was hoping?) I guess past initializing a manager object and creating variables at the start of a scene, it would be more performant? :)

-craigz

2
Share New Actions / Re: TransformMoveProjectile
« on: April 24, 2018, 01:01:08 PM »
Sorry for the double post ;)

Also might be good to include a vector destination that can be used? (either in offset or in place of target?)

*EDIT: Also! Looking at the code it *looks* like it should be rotating to the direction of movement, but doesnt look like it is? xD

-craigz

3
Share New Actions / Re: TransformMoveProjectile
« on: April 24, 2018, 12:32:47 PM »
AH! This is SO useful! Thank you for making this!

I remember raiding his exact post thinking huh.. I should see if I can convert this to an action, and just never did xP

-craigz

4
Share New Actions / Re: Trigger Event Once Per Object
« on: April 24, 2018, 11:54:03 AM »
Noticed the new version of this action on the Ecosystem is getting a Null Reference Exception that disables the FSM? Something to do with Trigger Target object?

5
General Discussion / Re: Remote Settings actions for Playmaker[SOLVED]
« on: April 19, 2018, 12:42:44 PM »
Thanks for cranking these out Jean! :D

Yeah they're crazy useful! :D using them to turn special events in my game right now :D but have been getting remote data, renaming a dummy gameobject, then getting that data from an FSM and blahhhhh yeah.. just thankful you made these :P

-craigz

6
Hi Jean!

I'm SO sorry for the crazy late response, notifications for this thread were off for me I guess? xD but this is still something that I would find super useful! :D

The main use case would primarily be for manager objects, where instead of interacting with a component to manage things (like using a hash table to keep track of how many units there are of a certain type and recording their stats) you could instead create the variables for those units on scene loading, and so long as you had a deliberate naming scheme, interacting with an FSM would be infinitely easier than a component :)

I know for me personally I usually end up having a lot of my data loaded in through hash tables, but it gets pretty messy to manage/interact with. Especially at run time, when you're getting and setting keys constantly.

For instance, say you have a 'FSM.UnitManager' and its whole goal is to keep track of unit stats in a level. Like how many kills, deaths, etc each type of unit has in a scene. You could create all the variables needed for each unit, and then since the game objects themselves have names, you can automate using a key system to interact with that data, so then all you'd have to do is use the regular actions like 'Subtract FSM Int', and then use the key (which would come from a build string) for the variable name.

This is my current setup though!

HashTableProxy
----------------
blue_archer_countStart
blue_archer_countEnd
blue_archer_countCurrent
blue_archer_kills
blue_archer_deaths
blue_crossbowman_countStart
blue_crossbowman_countEnd
blue_crossbowman_countCurrent
blue_crossbowman_kills
blue_crossbowman_deaths
red_bandit_countStart
red_bandit_countEnd
red_bandit_countCurrent
red_bandit_kills
red_bandit_deaths

And while my current setup *does* work, every time I need to set something on the hash table, I have to check if the key exists, and if it goes, get the Int, then add to the Int, then set the Int. It just seems like a lot of leg work for something that an FSM could handle easily if it could just create variables at runtime xD especially because I'm generating from a library of units created at runtime, not a bunch of prefabs (because they all share the same basic setup).

Let me know what you think, I know my example might sound niche, but I know you see the value of creating variables at runtime in general :P

-craigz

7
Deek!

I am SO sorry again for the late response, I forgot to click notify on the thread xP

Ahh! :D I'm so excited to play with these actions, thanks for making an operator for the float/int interactions as well, I had ended up building out a few of them that I needed, but combined is WAY more practical :)

Saw your edit change on the other topic, so I'll be sure to download the actions from your repo instead. So, SO useful :D

-craigz



8
General Discussion / Re: Remote Settings actions for Playmaker
« on: March 31, 2018, 11:08:01 AM »
Yeah this would be crazy useful, until now I've just been using the remote settings component to set variables on a custom data component to THEN get checked by an FSM.

Would be useful if we could target the FSM from the Remote Settings component and set variables directly. Or a proxy helper component to set variables/send events similar to how the UI/Array Lists work.

Reference for Unity Remote settings:
https://docs.unity3d.com/2018.1/Documentation/Manual/UnityAnalyticsRemoteSettings.html

Reference for Unity Remote settings Component:
https://docs.unity3d.com/2018.1/Documentation/Manual/UnityAnalyticsRemoteSettingsComponent.html


9
Sorry for the late reply @tcmeric!

PSHH! Already on the group! :D last I had used your actions were from a few months ago and similar to what you had said, obviously huge project, though they were working SUPER well :) just had a few bugs with some of them when I tested them xP

10
Bump with the updated subject line!

11
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.

Example:

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.

:)

-craigz

12
Share New Actions / Re: ...just another big Custom Action collection
« on: March 08, 2018, 01:02:32 PM »
Hey @Deek!

Saw you asking questions on the Unity Forum for Game Data Editor :)

Gotta say, I discovered the asset from your actions for it here a few months back, and seriously it is SO awesome :) thanks for taking the time to write all these actions for it. It's made my life so much easier :D

Also! Did you end up getting the delete item action to work you were talking about with Celeste? I'm looking into reworking my player inventory and that would be huuugely useful xD

best,

craigz

13
Action Requests / Re: Set Enum value via string/index?[SOLVED]
« on: March 07, 2018, 08:34:44 PM »
You rock Jean! :D

This is working perfect! No worries about having to manual set them, still saves a ton of time :D

Thanks for cranking this out, it means a lot to me! :)

-craigz

14
Action Requests / Re: Set Enum value via string/index?[SOLVED]
« on: March 06, 2018, 05:18:52 PM »
Just an almost mid-week bump ;D

15
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: March 04, 2018, 05:09:32 PM »
Is there a good way with these current actions to have the gameobject follow the tween path similar to how the iTween actions used to have?

Specifically looking for the functionality in the DO Tween Rigidbody Jump and DOTween Rigibody Move actions :)

-craigz

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