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Messages - krmko

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Playmaker Help / Re: Add variable to FSM during edit mode
« on: December 27, 2017, 01:40:53 AM »
I don't think you can. Make an empty placeholder variable that will be used for transforming it to whatever you need.

Playmaker Help / Re: Compare colours
« on: December 22, 2017, 11:16:26 AM »
I don't think there's a simpler approach, you can just make a simpler action yourself, that will have the code for comparing float, while UI will show only colors you compare.

Playmaker Help / Re: Global Event/Invoke Method Best Practices
« on: December 19, 2017, 07:20:56 AM »
I'm always hungry for knowledge, thanks a lot!

Work In Progress... / Re: Erebus : Shmup
« on: December 19, 2017, 06:41:16 AM »
Great man, i'll try it out on weekend!

Playmaker Help / Re: Can't add int to an array.
« on: December 19, 2017, 06:13:12 AM »
Yes, you can also use a key as an information. Hash tables use arrays actually. With regular arrays, if you don't know the index of an item you are looking for, you have to iterate through the whole array. With hash tables, you only need the key - faster and easier for extraction and insertion.

Feature Requests / Few Suggestions - Clipboard and better editor
« on: December 19, 2017, 12:32:38 AM »

Hi, i've been using a cool tool from the asset store last few weeks, it is basically a drag and drop clipboard where you can store components and then drag them wherever you want, saving you a ton of time in the process when making a huge amount of prefabs that need to be somewhat different for example.

I got the idea that playmaker can use something similar. Yeah, we got templates, and yeah, we can copy and paste, but this would be something different, in the FSM component itself and it would store actions or complete states visually, so you can just drag and drop filled out states and actions in the clipboard and pull them back to where you need them.

Speaking of which, it would be great if we could actually save STATE TEMPLATES, without entering the component which holds the stuff we need and then copy and paste, copy and i can just take a prefilled event that is, i don't know, "detect damage" state, and pull it in.


I accidentally stumbled upon this picture and i was wow.

Sure, it's all nice and dandy on a 2000x2000 screenshot, and it's quite a difference when working in unity itself, but editing a state with 5-10-15 actions in it can be quite tiresome when you need to scroll around up and down. Yeah, we can break states into several states, but why would i make more states then necessary when i want the same type of logic to stay in one state so i can reuse it?

Basically, maybe a different state editor would be a great idea. Besides the default one, you could double click on a state to open a new window that would contain a subset of actions in it in a whole new window, something like this:

The connections between them would actually be the action sequence if you want to use them in the state.

Playmaker Help / Re: Need some help on Arrays please
« on: December 19, 2017, 12:28:10 AM »
ugh, can you put a bit smaller pictures, i can't get this into context like this.

Feature Requests / Re: Mute or deactivate or passtrough State
« on: December 19, 2017, 12:24:26 AM »
Why not, i think the state would only need to be visually represented different, something like this

And then the playmaker itself can disable all actions in the state and put next frame event/finished state. When you turn it off, it deletes it and enables everything else in the state.

Feature Requests / Re: Mute or deactivate or passtrough State
« on: December 18, 2017, 02:49:54 PM »
Great idea, we definitely need more such things for workflow.

Playmaker Help / Re: Can't add int to an array.
« on: December 18, 2017, 05:17:19 AM »
Just one question, why don't you use the hash table? It would be much simpler, and you only need one table, not two arrays.

Player 1250
Player 21000

Playmaker Help / Re: Collision & Trigger event issue
« on: December 18, 2017, 12:19:40 AM »
Yup, isKinematic is the way to go.

Playmaker Help / Re: Please Help
« on: December 18, 2017, 12:18:09 AM »
This is by no means easy to build. As tcmeric said, start with basic tutorials. You're gonna need a lot of knowledge for this one.

Playmaker Help / Re: Global Event/Invoke Method Best Practices
« on: December 18, 2017, 12:15:45 AM »
Wait, i don't understand, how it may get stripped. Either it works in the build or not. Can i get some more info since i'm using invoking a lot.

Playmaker Help / Re: Collision & Trigger event issue
« on: December 17, 2017, 12:45:13 PM »
Do they both have a rigidbody and what type?

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