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Messages - krmko

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Playmaker Help / Compare variable range
« on: May 13, 2017, 02:29:39 PM »

i'm making a wave spawn system that should operate the following way:

1.) First spawned wave is by default a small wave category
2.) Spawned ships are added to the array
3.) After a predetermined amount of time, an action gets the number of array items (destroyed and ship that left the screen are removed from the array)
4.) It the number of array items left is 0-5, big wave category is spawned, if the number is 5-10, medium wave category is spawned, if the number 11+, small wave category is spawned.

Using the int switch is a bad idea due to a large number of array items, and conditional expression should have two states (check if it's over 5, if it's false, check if it's over 10). Doesn't sound like much, but this is a simplified example, it will have probably much more to compare.

Any ideas on how i could handle it in one state? Maybe some custom int range switch action?

Playmaker Help / Re: Renaming Global Variables. [PENDING]
« on: May 12, 2017, 08:30:04 AM »

Playmaker Help / Re: Renaming Global Variables. [PENDING]
« on: May 12, 2017, 12:37:21 AM »
Are the references still intact after that sort of fiddling?

Playmaker Help / Re: Renaming Global Variables. [PENDING]
« on: May 11, 2017, 12:32:30 PM »
Yeah, i think it should be pushed up a bit if it is still on that trello board. I know all that dandy vr support and what not brings you cash, but this is kinda basic workflow funcionality (not saying that it's easy to make, basic in terms of necessity for normal work).

Playmaker Help / Re: Have Custom Action Editor show FSM fields?
« on: May 11, 2017, 11:17:47 AM »
Could you explain a bit better what are you trying to do? Or maybe do a mockup to help us understand better?

Turns out i had to use Event Proxy, and it works. Took some googling and searching through the forum, but it's nice that there's a video for event proxy wizard.

Official Action Updates / Re: Conditional Expression Action (BETA)
« on: May 11, 2017, 03:28:24 AM »
Yeah, that interests me too, didn't download the latest version to check if any instructions are included though.

Everything ok now? 1.8.4 should work in 5.6 though.

If you updated Unity to 5.6, you need to update your Playmaker to 1.8.4

Hi guys,

i'm using UnibulletHell (!/content/19088) for managing shooting in my little game. The maker of the asset, Hironari, was nice enough to put the Callback Events they can be used to trigger whatever you want when the shot is fired on my request.

I have the need for it to trigger the firing animation on the ship, but i'm not sure how to set it up.

I tried something like this, but it doesn't start the event. I also tried marking it as global but nothing, the event doesn't trigger.

Here's what i've got to select

As far as i can see in the code, it launches a unity event, should i put some sort of listener in the FSM or what? Event Proxy?

Edit: i also tried setstate but it also doesn't seem to work.

I also get his when i select BroadcastEvent

Playmaker Help / Re: Simple problem to be solved with Arraymaker
« on: May 07, 2017, 10:23:45 AM »
Actually, i think the simplest thing would be to just remove the item at index 0, what do you think?

Hi guys,

i don't want to open a new topic since it's arraylist related. Some simple stuff, but just want to make sure what's the best way to do it.

I'm having a game based on enemy waves. When an enemy appears, it adds an item to the arraylist, and when it goes offscreen or it is destroyed, it removes the item from the array. This serves a purpose of firing a custom event after a while if the arraylist is detected to be empty.

Now, what i want to do is simply add an irrelevant value to the arraylist (for example an integer with a value of 0) when an enemy appears. So, when 10 enemies appear, the arraylist will be filled with 10 zeroes. Now, what interests me actually: when an enemy goes offscreen or is destroyed and the array list remove action is triggered to remove the item type integer and the variable 0, will it just remove the random item, first item, last item, or it actually won't remove anything from the referenced arraylist?

Hi Jean,

i translated a lot of IT stuff via transifex (one of the bigger feats was about 5000 string for Alfresco CRM), i don't know if you've got many customers from Serbia, but i can do it in a jiffy.

Hello, i've got a strange problem. I've got a weapon upgrade system, here's a shot of it

It's simple, weapons on ship are stored in an array as game objects. When you pick up a weapon, it is checked if any of the levels of the same type of weapon exist in the array. If they do, it is upgraded to the next level. If not, empty weapon slot is filled with the pickup weapon, or if all slots are taken, active weapon is replaced with the pickup.

As you see on the following picture, the weapon type that it is checked for is there, but the state does not go to upgrade, but keeps checking for the next levels, like the variable does not match.

I thought there could be a problem because it is a clone (spawned from pool), but it works perfectly fine when it checks for empty weapon object at the end of the compare loop, which is also a cloned item and the names don't match.

Any ideas?

Btw, here's the shot of the populated array:

Only thing that seems quirky to me is that the array is populated with CLONE 1, and in the array contains action it says CLONE 2.

Things work when i use game object compare, but i don't want it to work that way.

Edit: All good, stupid mistake.

Playmaker Help / Re: Simple problem to be solved with Arraymaker
« on: March 03, 2017, 07:35:53 AM »
Thanks Jean!

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