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Messages - westingtyler

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Playmaker Help / Re: "Auto-update ecosystem custom actions" button?
« on: December 18, 2017, 11:35:12 PM »
I would update them manually if there is some easy fix. For instance, could I go into any script that says the "obsolete" yellow warning, control f and replace all the "don't use this word' with the "use this word instead." would that break everything?

everything works, and there are no red errors.

but is this repaint bug something that will someday be fixed? even having yellow warnings hurts my feelings in the console.

Hello. I updated to playmaker 1.8.5 using Unity 2017.2

After updating the DrawLine.cs from the ecosystem to end a yellow error about it, it added it to a folder called Effects in the project heirarchy in the custom actions folder. then there were two copies of DrawLine.cs, one in the Effects sub folder and the old one in the Custom Actions Folder, creating an error about something already being defined. so I deleted the old one. Both .cs files said version 1.1 in them.

Now I get this red error: "ArgumentException: Getting control 2's position in a group with only 2 controls when doing Repaint
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/LayoutGroup.cs:115)
UnityEngine.GUILayoutUtility.BeginLayoutArea (UnityEngine.GUIStyle style, System.Type layoutType) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:344)
UnityEngine.GUILayout.BeginArea (Rect screenRect, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:364)
UnityEngine.GUILayout.BeginArea (Rect screenRect) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:346)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_ItemList () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1977)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_Main () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:836)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1153)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:285)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:278)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:245)

Playmaker Help / "Auto-update ecosystem custom actions" button?
« on: December 15, 2017, 11:33:15 PM »
I updated to Unity 2017.2 and Playmaker 1.8.5, and I get lots of yellow errors for custom actions about obsolete phrases and stuff.

Is there some kind of option to auto update all custom actions I've downloaded from the ecosystem? This would be really handy.

I have another related question. How do i speed up the load time when loading and parsing the text block I've ripped from the text file?

The process takes characters from the beginning of the text file and builds them into strings until they hit a carriage return or a /, for example, which means there are a small set of events that loop many, many times. i can let this happen, and it's fast, but then it breaks and tells me the loop count is exceeded.

the only way around this I know of is to add a next frame event at the start of each loop, but this slows down this loading process substantially. what is the best practice for this? is it safe to just tell the fsm to override the loop count? or what?

Hey, that's great. I look forward to checking out the example, and in the meantime I'll be working out the details using the multiple prefabs option!

Playmaker Help / Generate FSM Variables at Runtime by Parsing a .TXT File?
« on: November 29, 2017, 06:53:01 AM »
I am stumped how to do this.

I can do a raw load into a string of a whole text file using EZ Save 2.

Then I can parse it using indicators like "if next character is a /" then save the last snipped as a new string entry in an array." adding a new string entry for each new /entry, up to infinity?

Okay, so:
My goal is to be able to write all my npc attributes code in a text file using like Notepad++ or Sublime, then load that file during runtime on a "blank" NPC character prefab to set all its properties, from its model and texture to its bark voice, to its walk speed, to its conversation topics and responses.


The problem is that my system is broader and more abstract than that; I don't have NPCs in my game, I have "entities" which can range from a potted plant to a blacksmith to a door, all of which can have wildly varying traits.

Some entities will be able to move and will therefore need variables for speed, frequency, footstep sounds, etc.

Some entities will be able to converse and will therefore need variable lists for an undefined number of possible text responses and query words.

I COULD make a single "Entity Blank" FSM on the prefab that contains 1 billion variables to describe everything from potted plants to knights and dragons, but in most cases, if I just have an FSM with all possible traits on every single entity, there will be a LOT of bloated FSMs with blank variables that are never used.

Therefore it would be nice if I could scan the entity's profile text file for 'CAN MOVE' then, if that trait type exists here, then create a speed variable and set it to what the text file says, and do the same for a footstep sound, a speed frequency.

I COULD have different fsm prefabs with pre-created blank variables representing every possible attribute for a given trait, (a "Can Walk" FSM with three variables for it)... but what about cases where, say, the entity can only walk over certain terrain types that I need to write out a list of, in its text file ahead of time? what if there are ten blocked terrain types? what if there are 20? what if most moving entities only have 3? do I just make an FSM for blocked terrain types, with 100 blank variables, just in case I need that many someday for some random special npc? Should I use an array if a potential trait list could be 0 to infinite?

Thank you for reading this if you did. I am not sure the best way to approach this issue or if I've been clear. And since I have so many characters, doing it wrong from the beginning could massively multiply my workload down the road.

What do you recommend?

no, I was never able to get to the bottom of this. I just tolerated the problem until I got the Oculus Touch controllers, at which point I abandoned keyboard and mouse support out of necessity. I would like to solve it. I haven't checked if the problem still exists in the 2017.2 version of Unity or whatever.

Action Requests / get names of levels in the build?
« on: September 15, 2017, 01:27:37 AM »
Hello. I want to find key game objects in the main hub level, that are named after the levels in the build, and position them on a tool shelf or hide them based on whether you've found them yet or not.

i store each key's progression in an int variable in a text file using EZ Save 2.

so my fsm needs to be like:

get amount of levels in the build
find build level X
get name of it
retrieve the int named that
check if it's 0 or 1
if it's 1, put it on the shelf. if it's 0, hide the key somewhere or destroy it.
if you're above the number of levels in the build, stop. else:
find build level X+1
get name of it.

i can "get last loaded level" but that doesn't get me the levels listed in the build settings.

Action Requests / Re: Letter to Int to String?
« on: September 15, 2017, 01:21:58 AM »
hey, guys. thanks. this makes it a lot simpler.

Action Requests / Letter to Int to String?[SOLVED]
« on: September 14, 2017, 03:35:03 AM »
Hello. I want to have random-seeming numbers appear on a display when you use a level key to "orient the sensors" to point at the new level to load.

What I really want to do is take the level name, auto convert its first five letters to integers, and display that, so it's not random each time, and each level has a unique one.

Basically, you'll be able to input these numbers as passwords even in a brand new game to go to any level at any time, and they'll always display the same when you use a key.

for example:

you used the "secret lab" key on the keyhole?

new coordinates to display: 195.318.520

a letter to int action would save a lot of time. a letter to int to string action (convert 1 letter to a string after first converting it to an int) would save even another step.

Playmaker Help / Re: Create Object (from Prefab) increases draw calls?
« on: August 29, 2017, 04:27:17 AM »
hello. it uses a unity standard shader with a texture, normal, secondary texture, secondary normal, and emissive map. if I understand it correctly, the first one created should add like 6 draw calls, but after that they should all batch and create no more. is that right?

Playmaker Help / Create Object (from Prefab) increases draw calls?
« on: August 28, 2017, 02:00:02 PM »
Hello! In my game you can tunnel through the world by clicking on stone walls. Each wall block is a prefab, and when you click it, it destroys itself, creates a floor in its place, and creates new wall prefabs around that new floor tile.

using the Create Object action in playmaker, adds draw calls every time I do this, so i can't mine very much until there are hundreds or thousands of draw calls.

But all the walls use the same material and should not be adding draw calls.

Their geometry is simple squares, and they use the same material.

I wonder if it's because the Creat Object action uses the wrong terminology inside it?

from the unity help: Material Access: Be careful when accessing Renderer.material. This will duplicate the material and give you back the copy, which will opt that object out of batching consideration (as its material pointer is now unique). Use Renderer.sharedMaterial.

Could all these new draw calls be due to the action accessing Renderer.material instead of using Renderer.sharedMaterial?

If this turns out to be the case, I'll request a version of the action that uses the one that doesn't increase draw calls.

thanks. i'll think about these, too.

my player is tunneling block by block.

when my player clicks on the wall's box collider, I need to check the 4 box collider triggers around the wall to see which one the player is standing in (so i don't build an unnecessary wall IN the player.) I'll also check the box colliders around the wall clicked, to see if those invisible colliders are in another wall already, or if a wall NEEDS to be created there. this will ensure new walls are generated ONLY where there is empty space.

Basically, it's a tunneling system like in Dungeon Keeper, using rectangular walls with no up or down tunneling.

I can't just 'get collision info', because a rat might have run onto that area after the player moved into it, and it would then test the rat to see if it's the player standing there and say no, and make a wall in the player's face.

so I need to be able to check the names of objects standing in the collider trigger, to see if one is the player.
what is the best way to do this? does it need a new action?

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