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Topics - blackant

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Playmaker Help / undesirable Globale Variable bool modified [SOLVED]
« on: January 29, 2015, 07:12:05 AM »

i have a big problem today and i chacked everything i think to find what can cause my trouble this morning, but without result...

my problem is that :
i'm using a Gobal variable bool wich indicate when the game is started
this bool is activated only at a precise time, after the first player has dropped his first card.
i use this variable in many cases, like for exemple the first board on wich player can drop a card. as long as this variable is set to false the board is available, after that, the bool should set it to unavailable, and then the game is started.

my problem is that this variable is set to false by defaut
my starting board is set to true, and after fiew seconds change to false because the global variable is set to true... without any call from any action.

i checked multiple time in wich scripts the variable is used,
only 1 time to set it as true, others are only checking if it's true or false.

my game was working perfectly before that, and now suddenly don't want to listen correctly. so there is a real problem with global variable or i'm not on the right direction.

any help !!! is welcome ...

Feature Requests / higlighting action selected
« on: January 29, 2015, 04:50:09 AM »
like we can do for both transition and states, changing colors can greatly allow to find desired action(s) inside states while debugging

Playmaker Help / How can it be possible ? [Solved]
« on: January 27, 2015, 10:06:32 AM »
In my program, Start state is called during a loop but nothing is linked to it
it cause bugs because all actions inside this state are activated and disturbing the process...

i have added a break point to see that error comes from this state.

in the image, the Turn transition send to Stop wich is not normal...
and then break point is not applied but action inside it are executed, and send transition to Check

User Showcase / CrazYminO
« on: January 25, 2015, 04:05:44 PM »
Crazymino official release !
this awesome and addictive puzzle game is now available for android !
get it right now on google play store:

Playmaker Help / Sprite Layer Order and Mesh renderer Problem [SOLVED]
« on: January 15, 2015, 06:33:19 AM »

i'm having a problem by trying to rener a score over a sprite serie
i have setup 3 Sorting Layer named Board/Card/Score
each layer is used to see correctly my game wich is 2D view and the sprite are correctly shown.

but when i try to mix a textmexh over all of that the result is not really what i espected
see the screen bellow: the score is modified in Z by -1
my problems
the alpha is set to 1 - > the result looks more near to Alpha 0
the same textmesh not over the board looks correct.
The TextMesh Over the cards looks rendered as behind it

i have set my objects correctly whith
Board --> Sorting layer Board (-10)
Cards and numbers --> Sorting Layer Card (-9)&number(-8)
Score--> Sorting Layer Score (0)

tryed multiple solution without any change..

any help is welcome

Action Requests / Array List not complete
« on: January 12, 2015, 12:25:49 AM »
i see no possibility to add Object list to Array List

and i need something to List series of Sprites

Share New Actions / Get Quaternion XYZW
« on: January 11, 2015, 02:38:32 PM »
Hi, i recently was in need of this action so i created it:

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Get the XYZW channels of a Quaternion Variable and storew them in Float Variables.")]
public class GetQuaternionXYZW : FsmStateAction
public FsmQuaternion QuaternionVariable;
public FsmFloat storeW;
public FsmFloat storeX;
public FsmFloat storeY;
public FsmFloat storeZ;
public bool everyFrame;

public override void Reset()
QuaternionVariable = new FsmQuaternion {UseVariable = true} ;
storeW = null;
storeX = null;
storeY = null;
storeZ = null;
everyFrame = false;

public override void OnEnter()


public override void OnUpdate ()

void DoGetQuaternionXYZW()
if (QuaternionVariable == null) return;

if (storeW != null)
storeW.Value = QuaternionVariable.Value.w;

if (storeX != null)
storeX.Value = QuaternionVariable.Value.x;

if (storeY != null)
storeY.Value = QuaternionVariable.Value.y;

if (storeZ != null)
storeZ.Value = QuaternionVariable.Value.z;

Action Requests / GetQuaternion WXYZ Value[SOLVED]
« on: January 11, 2015, 07:28:04 AM »
i would like to have this kind of action like we may have for vector3XYZ

values as float and Int

and also if we can have more actions related to vector4


Playmaker Help / Scripts conversion to playmaker states actions
« on: January 09, 2015, 04:46:03 AM »

i'm actually trying to convert scripts used for a project and wrote in C# to playmaker fsm states

first of all i successfully did a simple part, but i discovered some unknown variables and i'm wondering the way to do.

Code: [Select]
private MessageScript _Messanger;
private Transform   _Camera;
private RaycastHit  _Hit;
private EndScreen   _ScoreBoard;
private PauseScreen _PauseScreen;
private Vector4 _Points;
private AudioClip[] _Audio
private RotateStripes _Stripes;
private TextMesh    _TimeText;

What means SerializeField and how to REcreate those kinds of variable ?

what should i understand with this kind of declaration ?

Code: [Select]
private GameObject  _SuggestionCard,

What is the relation between
Private / public and the variables/Global variable used in playmaker ?

i'll certainly get more question later...

Action Requests / Animate Variable Loop
« on: December 18, 2014, 10:56:57 AM »
I would like to have a simple float animation loop to animate texture offset effect.
the actual variable animation is only allowing to be played 1 time before exit to a new state..

Action Requests / Template
« on: December 14, 2014, 07:34:59 AM »

i don't know really where to put this ... sry if it's not appropriate.

i would like the ability to save template outside of asset folder if possible
simply because i would like to organise my structure between all my different playmaker projects easily by locating all templates made throught all games in 1 place.

Playmaker Help / How to convert int or float to get percent ?
« on: October 27, 2014, 01:50:20 AM »

i would like to create a GUI color variable wich will be modified depending of the Ercentage of a defined value.

to be more precise, on a Shield Icon, set to green when 100% of life to red when 0% of life

Playmaker Help / Overhead from profiler due to error [SOLVED]
« on: October 23, 2014, 02:26:46 PM »
Hi guys,

i get this error when i play my game:

Code: [Select]
System.Reflection.MonoProperty.GetterAdapterFrame[GameObject,Renderer] (System.Reflection.Getter`2 getter, System.Object obj) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:234)
System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:295)
HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo member, System.Object target)
HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target, System.Object value)
HutongGames.PlayMaker.FsmProperty.SetValue ()
HutongGames.PlayMaker.Actions.SetProperty.OnUpdate () (at Assets/PlayMaker/Actions/SetProperty.cs:34)
HutongGames.PlayMaker.FsmState.OnUpdate ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

there is no playmaker error in the editor, so i don't know how to solve this.
any idea??

Playmaker Help / Texture2D Problem
« on: September 12, 2014, 12:48:14 AM »
i am trying to edit the Amplify Color script to make it able to work with Playmaker, but if i replace Texture2D by Texture, i get this error message

Assets/AmplifyColor/Plugins/AmplifyColorBase.cs(143,57): error CS1061: Type `UnityEngine.Texture' does not contain a definition for `mipmapCount' and no extension method `mipmapCount' of type `UnityEngine.Texture' could be found (are you missing a using directive or an assembly reference?)

so i'm a bit locked with this problem..

Is it simply possible to make a character/object following another character controlled by player , using this 2 components ?

i tryed to do it with Move Towards a point attached to player and a collider+ rigidbody and it works nice but i cannot use character Motor without character controller and i would like to use it to have the same jump than the player.

The best i can get using it is to have the follower following during a certain time but passing through the ground after a time.

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