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Messages - kici

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31
Playmaker Help / Re: how to make FSM do 2 things at the same time?
« on: May 19, 2014, 04:12:47 PM »
Thanks a lot this really explaining a bunch, I did assume I might have to create a new FSM specifically for this enemy,

I guess this leads me to the next question, how can I make an FSM which will be called from this current one I have,

example if we are with Enemy5 (go to another fsm) and return to collision check (the other fsm will take care of what Enemy5 have to do)

thanks for the fast responses

Simultaneous states either need you to add another FSM, or, finish up your other states before the next frame.

If you have no waits/nextframe actions, you should be able to pick back up where you left off.

You might also try sub-FSMs - but you still need to finish in less time than a frame- and get back to your original listening state.

EDIT: Assuming 'focusing on a different enemy' means your operations/events take longer than a fraction of a second- you should probably move the logic to the enemy.

Then you get a different instance of that logic per enemy. You wouldn't want to add extra FSMs to your listener/manager per enemy you have to manage.

Another Edit: However, you could use ArrayMaker magic, if you're really getting into managing lists.

32
Playmaker Help / how to make FSM do 2 things at the same time?
« on: May 19, 2014, 09:09:59 AM »
Here's my problem;

I have a start state checking for collision enter and collision exit

both sending its separate event,

however, if a specific "enemy" leaves "collision exit" the FSM will go towards that event and take care of whats happening, now in the meantime this is where my crysis happens a collision enters but because the FSM is focused on the exit part of the currently enemy, it does not recognize a new one entered and doesn't do what its supposed to on that side of the send events.

I realize I can add another FSM component, but is this the only way? what other options is there?

thanks.

33
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: May 10, 2014, 08:21:09 PM »
he seems very busy as it there've been only 4 updates ever since :P

34
bump

35
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: April 30, 2014, 02:44:00 PM »
do you have an eta for this quick fix ?

36
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: April 30, 2014, 02:43:35 PM »
Hi jean

thanks for the response,

I have never used RSS feed but I will look into it, I would love to have it within unity that would be great !

Thanks

37
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: April 28, 2014, 03:45:28 PM »
Please dont forget to let me know when its updated,

much appreciated.

thanks

38
Playmaker Help / SetProperty to a referenced GameObject - solved
« on: April 27, 2014, 09:34:43 AM »
Okay,


Here's what I'm trying to do:

Setting a component value to X (Set Property)

I need to do this one an object I have saved from a collision event "Collider: Who"

Now I need to change Who's component value (example collider on the who object to off)

I've tried:

Set Fsm object to "test"

Than I try "set Property target object test"
But the "object" type I cannot change,
therefore the property I cannot access.

I have a feeling I'm going at this the wrong way,
but how do I truly reference an component from a collider event such as this,

I've tried has component and other fun stuff.

Please help,

thanks

I have  tried Set Property but I need to set it through finding the game object :from the collider,

as I cannot drag and drop which item it will be - since there is no idea which one you will hit in runtime.

How can I set property on a collider custom script is the question :)


I finally figured it out -------

I can do a "get component"
Game OBj; "collider" (saved from teh collider event)
ObjectType; (variable from FSM, set to the "script")
Store comp. (as the var u want)

then you can do "Set property" on the "saved
the var you wanted... change the property,

wohoo!

39
Cleaning up leaked objects in scene since no game object, component or manager is referencing them
 PlayMakerGlobals has been leaked 1 times.


Every now and then this keeps showing up when I save my project, no idea why nor how I make it happen, it just does.

can you clarify to me please?

thanks

40
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: April 24, 2014, 05:10:42 AM »
Thanks!

I realized they are harmless, but extremely annoying :)

could you please respond here when they are updated?

thanks a lot

41
Playmaker Help / Re: ArrayMaker warnings: is obsolete (please read)
« on: April 23, 2014, 04:28:09 PM »
bump

42
Playmaker Help / ArrayMaker warnings: is obsolete (please read)
« on: April 20, 2014, 02:35:01 PM »
Hi,

I have all of the path-o-logical assets and recently downloaded the PlayMaker actions, here are some warnings not sure how to remove/fix;

----------------------------------------------------------------------------------------

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerCollectionProxyInspector.cs(337,121): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerCollectionProxyInspector.cs(347,113): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

----------------------------------------------------------------------------------------

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerArrayListProxyInspector.cs(149,97): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

----------------------------------------------------------------------------------------

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerHashTableProxyInspector.cs(123,97): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

----------------------------------------------------------------------------------------

I would really like to rid of these warning errors as its the only thing that shows up on a reload, very annoying.

Fixed couple of other warning messages from the same asset,

need help on these please.

Thank you

ps; Happy Easter All

43
Playmaker Help / Re: Input.Touches Pinch help / how to
« on: April 01, 2014, 04:07:53 PM »
I have no idea anymore, deleted the scenes ever since... and I do it through a script/code... figured why use pm for everything since i'm not 100% good at it

44
Playmaker Help / Re: Input.Touches Pinch help / how to
« on: March 31, 2014, 03:46:42 PM »
bump

45
Playmaker Help / Re: Input.Touches Pinch help / how to
« on: March 27, 2014, 06:29:31 PM »
I simply do not get any kind of info xD not sure why

I could probably do it by a script/code, but not through playmaker I must be doing something wrong

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