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Messages - krmko

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Playmaker Announcements / Re: Playmaker Game Jam
« on: March 22, 2018, 01:20:30 PM »
Sorry to say i had to cancel my participation, have fun to all!

Share New Actions / Re: garbage collection actions
« on: March 20, 2018, 08:00:48 AM »
Damn man, these are like the best actions ever.

Animator play > state name idle.

Playmaker Help / Re: Return to title screen on player death
« on: March 15, 2018, 02:28:53 AM »
You can just stretch a single black pixel over the whole screen and change it's alpha in spriterenderer to fade, simple as that.

Playmaker Help / Re: Setting fsmReceiver on runtime?
« on: March 14, 2018, 05:14:32 AM »
Great, thanks!

Playmaker Help / Setting fsmReceiver on runtime? [SOLVED]
« on: March 13, 2018, 12:16:48 AM »
Hi guys,

i'm using set of actions for Simple Waypoint System, but one of the actions is made quite wrong. It's Add Event At Waypoint and instead referencing the object and FSM name, it uses fsmReceiver which can be only set in editor.

Any idea how could i set this on runtime or change the action so i can add event to a referenced object and FSM, not this crap. I tried fiddling with send event action, but it's too advanced for me.

Here's the action itself

Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using SWS;

//implements a PlayMaker FSM method call via event insert
namespace HutongGames.PlayMaker.Actions
    [ActionCategory("Simple Waypoint System")]
    [Tooltip("Adds an event to a walker object for calling your own FSM state at waypoints.")]
    public class SWS_AddEventAtWaypoint : FsmStateAction
        [Tooltip("Walker object")]
        public FsmOwnerDefault walkerObject;

        [Tooltip("Waypoint index")]
        public FsmInt wpIndex;

        [Tooltip("Receiver with the FSM event")]
        public PlayMakerFSM fsmReceiver;

        [Tooltip("Receiver FSM event to call")]
        public FsmString fsmEvent;

        public override void Reset()
            walkerObject = null;
            wpIndex = null;
            fsmReceiver = null;
            fsmEvent = null;


        public override void OnEnter()


        void Execute()
            var go = Fsm.GetOwnerDefaultTarget(walkerObject);
            if (go == null) return;

            List<UnityEvent> events = null;

            splineMove spline = go.GetComponentInChildren<splineMove>();
            if (spline)
                events =;
                navMove nav = go.GetComponentInChildren<navMove>();
                if (nav)
                    events =;

            UnityEvent myEvent = events[wpIndex.Value];
            myEvent.AddListener(delegate { fsmReceiver.SendEvent(fsmEvent.Value); });


Playmaker Help / Re: Use Gameobject as Center of Gravity (ecosystem)
« on: March 12, 2018, 02:58:53 AM »
Why are unreliable actions on the ecosystem anyway?

Playmaker Help / Question on concating arraylists and hashtables
« on: March 10, 2018, 03:51:32 PM »
Hi guys,

just two short questions:

When i concat hashtables that have same keys but different values, what will happen since hastables can't have same keys?

When i concat array lists, is the joined list just going to continue with index numbers where the first array list is ending?

Playmaker Help / Re: FSM Design Question
« on: March 10, 2018, 04:30:13 AM »
Yes, after a while you'll realize it's better to separate behaviours into different FSMs. For example, on enemy ships in my game i got one FSM that handles damage, another one that handles movement etc.

In you example, you should have an FSM listener for line of sight monitoring that will send an event to FSM appointed for controlling movement (when opponent is in range send event seek to movement FSM).

Modular approach can sometimes make it a drag to debug but improves reusability by making components.

General Discussion / Re: Creating a magic based combat system
« on: March 10, 2018, 02:30:39 AM »
What do you need exactly? I mean, your going pretty wide here, let's break it down to components.

Feature Requests / Re: State Groups
« on: March 09, 2018, 10:33:38 AM »
Come on already guys, not only flow canvas has groups, it also has macros (like a collapsible group)

Even Bolt has groups

Me too, sole developer, using collaborate for another layer of backup basically, never had any fuckups.

Let's say you have "collect 500 coins" achievement. Besides having a resettable counter for current coins collected, you nees to have a total collected coins counter (that should be permanently stored via easy save or playerprefs) and a listener that will trigger the achievement once you get over 500 coins. The thing that will prevent from activating the achievement every time is a simple bool that will check if the achievement is unlocked every time the number of coins is checked. So you need a list of achievements with a bool attached. Best way is to make a hashtable of bool values where the key would be achievement name and bool is true/false (locked/unlocked) which is also permanently saved.

General Discussion / Re: Events and Global Events
« on: March 09, 2018, 12:22:24 AM »
Actually, when i THOUGHT i had the same error, it was always the case of rogue fsm, the one i've set to send an event and forget about it.

Playmaker Help / Re: Please help with arrays
« on: March 08, 2018, 09:24:26 AM »
So you got 6 cubes, want 3 randomly selected to randomly change colors. When they stop changing colors, they fade to original grey, and you have to guess the last color they were in, right?

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