playMaker

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Playmaker Help / Re: State finishes before all actions are executed.
« Last post by LordHorusNL on Today at 06:19:55 AM »
In your spell manager "RPC Spell Fireball" when you shoot in rapid succession is the reference to your bullet not being overwritten? Like this:

Shoot bullet 1
Shoot bullet 2
Bullet 1 hits
Destroys bullet 2 because your bullet reference has changed to bullet 2 in your spell manager.
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Playmaker Help / Re: State finishes before all actions are executed.
« Last post by Krillan87 on Today at 06:16:58 AM »
With the action names changed it's difficult to see what you are doing, however i get the feeling that the problem is your Health Manager.

After you send the Update Health Event, does the Health Manager try and get a variable from the Bullet perhaps?

Or do you have a set dammage amount already in your Health Manager?

If the Fsm moves to the next state, the send event must have fired so the problem  might be on the receiving end.

Hi!

Thank you for your answer!

Yeah, I forgot that I changed the names of the actions. The actions are:

Get FSM Float - Get the current health of the player that the bullet collide with.
Float subtract - Subtract the current health with a damage variable that is fixed in the bullet (this game object)
Set FSM float - Set the new health in the health variable in the health manager
Set killer name - This has nothing to do with the calculation. it just stores who it the player
Update current health - Send event to the health manager to update the health bar.

I've attached a picture of the health manager. It is not using any variables in the bullet.

The thing is that it updates sometimes but not every time. And if the ad the delay on the "destroy game object" everything works.

Mustn't it has something to do with the deletion of the the fireball?

I can make a GIF of the process if you would like.

(I included a picture of the health manager as well)
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Playmaker Help / Re: State finishes before all actions are executed.
« Last post by LordHorusNL on Today at 06:01:18 AM »
With the action names changed it's difficult to see what you are doing, however i get the feeling that the problem is your Health Manager.

After you send the Update Health Event, does the Health Manager try and get a variable from the Bullet perhaps?

Or do you have a set dammage amount already in your Health Manager?

If the Fsm moves to the next state, the send event must have fired so the problem  might be on the receiving end.
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Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« Last post by 600 on Today at 05:19:02 AM »


Hi guys,
Flashing Lights got into IndieDB's Top 100 shortlist! :D

Now all votes are reset for the final round, if you voted before, please do it again!

To vote, go to the 'upcoming games' section and click on the 'role playing' category, where you will find Flashing Lights! No registration needed.

Link >>> http://www.indiedb.com/groups/2017-indie-of-the-year-awards/top100

Thank you!

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General Discussion / Re: How to call a method of a attached component?
« Last post by zahidur59 on Today at 05:10:09 AM »
Can you please state how you called the method? I can't even figure out how to call a method of an standard component!
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Playmaker Help / State finishes before all actions are executed.
« Last post by Krillan87 on Today at 05:08:56 AM »
Hi,

I have a new issue that I never encountered before. I have two game objects, one "Fireball" and one "game manger". When the fireball hits a player it calculates the damage done and then updates the health on the player. When this is done it sends a RPC call to a game manager to delete the fireball. Pretty simple.

Well, sometimes, (I have not manage to see a pattern, but if you fire rapidly for instance) the "send event - update health" do not trigger. The calculation is done but on action do not go off, then the next state(Destroy fireball) start without the previous action "send event" as played. I have some pictures to easier understand.

I have worked a lot with breakpoints to try to find the issue here but with no obvious answer. I tried to enable the "Action Sequence" to be sure that EVERY action is done before it goes to the next state. But with no success.

IF i add a delay to the "destroy fireball" with say, 0.5s everything works fine and the all events trigger as they should 100% of the time.

It's like the "destroy object" triggers before the "send event" has happened, so the fireball has disappeared and can not finish the previous states. Maybe its due to delay over the network?

Any inputs?
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Hi jean

Run Template FSM is very handy because it allows me to choose the template to run as a variable (so i can change it on the fly)

What i think is happening is that the action somehow does not finish the template properly when running the "Finish FSM" action inside itself.

I think this is happening because the stutter i get from using this action seems to be cumulative, in that it gets progressively worse the more you use it.

However this is just from observation!

So if the action can be fixed, or replaced with a "Run FSM" variant that lets the user define the template as a variable. That would be great.

I was going to look into that myself today.
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Playmaker Help / Re: Making pooling issue
« Last post by kapoke69 on Today at 04:19:06 AM »
Why would you spawn a new object, can't you disable it and revert it to default variable parameters when spawning again?
im doing that but it doesnt work(guess i do something wrong)  and need help  but  as mention above i can't find playmaker.dll yet :(
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Playmaker Help / Re: Easy & quick answer? Find Game Object action
« Last post by krmko on Today at 04:00:30 AM »
You're doing it wrong, prefab is one thing, instantiated prefab is another.

You need to save the object as variable on runtime. So, use get owner on the object you want to find and save it as gameobject variable, then use find object to find it. Bear in mind that you will have to save it as a global variable if you want to find it that way which is a no-no, or search by string which is inefficient.

I recommend saving objects and other data to arraylist or hashtables, then save the arraylist or hashtable proxy as a global variable so you can extract all objects and data from there.
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Playmaker Help / Re: Making pooling issue
« Last post by krmko on Today at 03:38:23 AM »
Why would you spawn a new object, can't you disable it and revert it to default variable parameters when spawning again?
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