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Topics - djaydino

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Playmaker Bug Reporting / fsm Events used incorrect
« on: June 07, 2016, 02:08:51 AM »
I was cleaning up my project and removing Events and broke my game :(
i always have a backup so i could revert and i noticed then that used events are incorrect

Playmaker Help / fsm array
« on: June 06, 2016, 08:39:33 AM »

is it possible to limit this to only string and int array :

Code: [Select]
        [Tooltip("Store the value in a variable.")]
        public FsmArray scoreList;

and can i detect inside the script if it is a int or string?

It seems that string split does not work properly.

I am getting data from a website as 'pipe' into a string this is the result.

Code: [Select]
oneil|1399|0||6/2/2016 12:50:42 PM|0
shreck|1344|0||6/2/2016 12:50:55 PM|1
jack|1200|0||6/2/2016 12:49:54 PM|2
jill|1199|0||6/2/2016 12:50:06 PM|3
bif|900|0||6/2/2016 12:49:47 PM|4
groot|800|0||6/2/2016 12:49:40 PM|5
ikke|500|0||6/2/2016 12:49:28 PM|6
dino|200|0||6/2/2016 12:49:21 PM|7
Carmine|100|0||6/2/2016 12:49:13 PM|8
ruiter|48|0||6/2/2016 3:24:51 PM|9

Then i want to split each line. But i get this as a result :

Playmaker Help / coroutine in script
« on: June 01, 2016, 10:29:11 AM »
i am tying to make some actions to use for a online highscore.

and i am trying to convert from this script :

the problem is that i need to use a coroutine

Here is my Script so far :

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
// Action Made By : DjayDino
/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/

using UnityEngine;
using System.Collections;
namespace HutongGames.PlayMaker.Actions
[Tooltip("Saves highscore to Dreamlo website")]
public class DreamloAddScore : FsmStateAction
[Tooltip("Place Private Code from the Dreamlo website")]
public FsmString privateCode;

[Tooltip("Place Public Code from the Dreamlo website")]
public FsmString publicCode;

[Tooltip("Place Player Name Here. Player Name Must be urlfriendly (if player name exists it will change to the highest score and not add the name a 2nd time)")]
public FsmString PlayerName;

[Tooltip("Place Player Score Here")]
public FsmInt PlayerScore;

[Tooltip("Place Player Seconds left, Seconds done or any int value you need (level for example)")]
public FsmInt Secconds;

[Tooltip("Place any String here for example surname or rank (like Sergeant for example)")]
public FsmString text;

public FsmEvent isError;
[Tooltip("Where any errors thrown will be stored. Set this to a variable, or leave it blank.")]

public FsmString errorMessage = "";

private WWW www;

public override void Reset()
privateCode = null;
publicCode = null;
PlayerName = null;
PlayerScore = null;
Secconds = null;
errorMessage = "";

public override void OnEnter()


public void AddNewHighScore()
if (text != null)
if (Secconds == null)
Secconds = 0;

www = new WWW("" + privateCode.Value + "/add/" + WWW.EscapeURL(PlayerName.Value) + "/" + PlayerScore.Value + Secconds.Value + WWW.EscapeURL(text.Value));
Debug.Log("Has Text");

if (Secconds != null & text == null)
www = new WWW("" + privateCode.Value + "/add/" + WWW.EscapeURL(PlayerName.Value) + "/" + PlayerScore.Value + Secconds.Value);
Debug.Log("Has Secconds");

if (text == null & Secconds == null)
www = new WWW("" + privateCode.Value + "/add/" + WWW.EscapeURL(PlayerName.Value) + "/" + PlayerScore.Value);
Debug.Log("No Text No Secconds");

I am not using on awake, i only want a single score to be send each time i use the action.

Feature Requests / remove feature
« on: May 27, 2016, 12:35:12 AM »
i would like to ask to remove a feature and that is itween
as it is slow and laggy but many new users do not know that and tend to use it
you could start by deprecate it on the next patch and remove it a patch or 2 after

now i have to warn people not to use it regularly.

I made a quick tutorial about Global Events and Global Transitions :

Share New Actions / SetSpriteColorRGBA
« on: May 22, 2016, 12:38:27 PM »
I have added a SetSpriteColorRGBA to the Ecosystem

i had problems with building to Webgl when using get/set property action

they seem to be stripped for some reason (see this topic)

so i made an action for it and then it works :)

Feature Requests / Click to add Globals
« on: April 16, 2016, 11:35:22 AM »
I make tutorials and sample files, but when i export globals are not exported unless i use Export globals or add the PlaymakersGlobals.asset file (which will overwrite the original file)

I would be great if it would be possible if global variables are missing to have the option to add them the same way like you have when an event is missing on an action :

Playmaker Help / pun with datamaker problem
« on: April 04, 2016, 10:08:21 AM »
i just installed pun and i got a duplicate error :
Code: [Select]
Assets/Photon Unity Networking/Editor/PhotonNetwork/AccountService.cs(181,45): error CS0433: The imported type `Newtonsoft.Json.JsonConvert' is defined multiple times
if i delete the "Newtonsoft.Json" in the datamaker folder it breaks datamaker, but if i
remove the one in the photon folder its seems to be ok.
Can this be a problem using pun?

i think i found a bug here using PM V1.8.0f43 and unity 5.3.2f1

Playmaker Help / Ugui move buttons
« on: March 16, 2016, 06:58:47 AM »
I was reworking a old game i made using ugui, but i am a bit stuck now on how i should do the move animation.

Here is a video from the game and @1:35 you can see the buttons moving.
they are random moved.

So i need to switch the position from 2 buttons randomly.

Playmaker Tutorials / ArrayMaker : Created Prefabs to array quick sample
« on: February 21, 2016, 11:39:02 AM »
i made a quick sample how to add and remove prefabs from an array list.
to help someone out and added it here so all can see :)

Playmaker Help / possibilities Checker
« on: January 06, 2016, 07:19:31 AM »
i need to check all possibilities from pre-made sets.
i don't need it ingame but i do need it to test the pre-made sets (about 10.000+)
to determine in which group (array List) it should be placed.
Here is a picture with some explanation.

These sets i have as a string in the array list and i split them up into 12 strings with 3 digits in each string.
Then i use a custom action "Get Next Random int"
and an "Int Switch" which will select one of these sets randomly without repeating a set.
Then i use "get substring" again to get the single number and then convert them to int values for the player to place in the boxes.

for testing i need to change the part "Get Next Random Int"
and i need to set the int 1/2/3/4/5/6/7/8/9/10/11/12 when done i need to set it 2/3/4/5/6/7/8/9/10/11/12/1 and so on, until all combinations have been done.

i was thinking to set all the possible combinations into an array and use array list get next for each completed set.

but when i started calculating i noticed that there are way to many possibilities to put those in manually.

So i am trying to find a different way to do this.
Any ideas are welcome :D

Share New Actions / Random Weighted bool
« on: December 29, 2015, 07:29:02 AM »
i needed a random bool with an adjustable probability on it for several things so i made an action for it.
You can get it on the EcoSystem

Playmaker Tutorials / DataMaker Tutorials
« on: November 27, 2015, 01:42:08 AM »
At last ! Here are some Datamaker tutorials :

The Tutorial Package you can find from now on, on my web site here

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