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Messages - djaydino

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It seems that 2018.3 is supported since yesterday :D;topicseen

let me know if that worked


Strange, i do get a bunch of unity ads actions on the ecosystem

Playmaker Help / Re: PM not updating to latest version
« on: Today at 08:24:37 AM »
Maybe you had errors while installing Playmaker.

Check if playmaker is updated, then you can go to the folder : Playmaker/Editor/Install

Then you can install it manually.

Playmaker Help / Re: Creating an album with pictures
« on: Today at 08:13:57 AM »
Hi, yes, you can use multiple array (1 for the slots, 1 for the picture, 1 for the big picture and 1 for the button array)

For the button array, i just recently made an action for it (see attachment below)

But there seems to be an issue when using on 2018.3 as PlayMaker is not yet supporting 2018.3 (but will support soon)

I have just tested on 2018.2.18f1 and PM 1.9.0f4

It is working there.

Playmaker is not yet supporting (but coming soon) 2018.3 and there are many breaking changes on 2018.3
So that might be the issue.
Are you getting some errors while using the actions?

Do you need to use 2018.3 for certain features?

I do most projects 1 version back (2017) as these version are more stable and are still getting bug fixes when bugs are found.

Playmaker Help / Re: Creating an album with pictures
« on: December 14, 2018, 08:17:40 AM »
if you setup the card album in the ui, you can use the images as buttons.
Then you can use 'ui button array' and maybe an array and use the index for the big picture.

what ideas did you have?

Playmaker Help / Re: How to control tons of instantiated buttons
« on: December 14, 2018, 08:14:03 AM »
Maybe you can use this : UiButtonFromArrayIndex (see attachment below)

Here you can trigger the buttons from an array. you must be on PlayMaker 1.9+

when a button get triggered you can get the index from the button.

That index you can use on a 2nd and/or 3rd array to (for example) get a event name and then use send event by name.
or highlight a corresponding object (button index matching object index)
or whatever you are using the buttons for :)

Playmaker Help / Re: Incorrect event source when sending events to sub-FSM
« on: December 13, 2018, 12:27:42 PM »
It might have to do indeed with the subfsm/template

Can you try using 'send event by name' instead as a template is like a prefab
When you use a send event on an object and make it a prefab it will also break.

The reason for that is that you can not communicate from the scene to objects in the project folder (prefabs) (unity limitation)

But i would do this differently, instead of using get event info. :

when the chicken gets in range you can use the 'Set Fsm Gameobject' to set the goblin that is in range.

Then you can send event...
You can set the action 'Game Object Changed' on the chicken which will trigger an event if the variable was set by the goblin.

Playmaker Help / Re: Blocking/ignoring events, rendering a FSM deaf
« on: December 13, 2018, 07:58:04 AM »
This works, but it would be straighter and faster to initialize FSMs by putting them in a given mode where I decided how they'll react to events. This initialization would simply be done through a primary state with START and actions that define the kind of behavior to follow for incoming events, whether external or internal.

I don't think that will be possible to achieve.
As these event in c# would be static and you can not just set them to non static.

Playmaker Help / Re: Blocking/ignoring events, rendering a FSM deaf
« on: December 12, 2018, 05:38:29 PM »
Can you show some fsm with your setup?

Maybe you can set some of the transitions to local so that they can't get triggered twice?

General Discussion / Re: Enum Creator wizard for non coders
« on: December 11, 2018, 12:19:34 AM »
I can confirm the issue.
I will contact jean.

Playmaker Help / Re: Displaying Array Strings on UI?
« on: December 11, 2018, 12:12:45 AM »
You will need 2 arrays, 1 with the strings and one with the ui text objects

Then you will need to make a loop on the string array by using 'Array Get Next'.
Store the index and use the index to get the ui object on the 2nd array by using Array Get.
When you got the  ui object use 'Ui Text Set Text' to set the text to that object,
Then loop back to the state with the 'Array Get Next'.

If you want the text list to grow dynamically :
Make a prefab from a ui text object.
On the 'Array Get' set an event on the 'Index Out Of Range'
on the state connected to the 'Index Out Of Range', create or pool the prefab and store the object.
then use the 'UI Text Set Text' and also use 'Array Add' to add the new ui text object to the 2nd array.
Then loop back to the state with the 'Array Get Next'.

Let me know if you understand and got it to work, if not i will try to make a video on it

Playmaker Help / Re: Shadow Ai
« on: December 10, 2018, 04:32:54 PM »
With trigger areas on light sources that can work dynamically yes.
when light goes off, disable the trigger.

You can also make a more advance system than disable. for example if full light do 0 damage, if half dark do x damage. if dark do xxx damage.

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