playMaker

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1
Playmaker Help / Re: Identify cloned Game Objects
« Last post by djaydino on January 20, 2018, 06:36:22 PM »
Hi.
I am not sure how you have set this up, maybe you could use 'mouse pick' and use tag for the critters.

Can you show your fsms/states/actions (video or images) you can also pm them if you do not want to show in public.
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Playmaker Help / Re: Return value to Host FSM
« Last post by Geropellicer on January 20, 2018, 06:29:09 PM »
Wow Big thanks for that one! For anyone stumbling upon the same problem in the future, there is a package called "Sub Fsm Host Communication" that contains an example clearly showing how to achieve all this. Essentially, you use the "Get Host info" action and then pass the variable with the "Set FSM variables" actions, leaving "use owner" as the gameobject and passing the host FSM name as FSM name.
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Feature Requests / Re: Clone States or Template States
« Last post by djaydino on January 20, 2018, 06:27:03 PM »
Hi.
I think you mean something like on this topic?

http://hutonggames.com/playmakerforum/index.php?topic=13084.0

it is on the roadmap, you can post there also.
The more will ask the bigger the chance it comes sooner.
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Playmaker Help / Re: When is an int available for Int Switch?
« Last post by djaydino on January 20, 2018, 06:15:30 PM »
Quote
But why do I need this 0.1 seconds? I thought that the Finished Event starts automatically, when the previous Actions are finalized.

If you have multiple actions in 1 state they will start from top to bottom.
But they will not wait if the action above a finalized, unless you have enabled 'action sequence' (right click to enable)

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Playmaker Help / Re: When is an int available for Int Switch?
« Last post by spiceflo on January 20, 2018, 05:12:57 PM »
Hi,

here is the solution:

I have a C# Script which fills the global variables and starts the Event in the FSM. In the C# Script, in the first stept you have to fill the global variable, and after that, you start the Event of the FSM.

Otherwise, you start first with the Event, and it takes too long too fill the global variables over the script.


Thanks for your feedback

Florian
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Nope variables will never change even with reset on disable checked, unless you change them yourself!

Reset on disable simply means that when unchecked and the FSM is reset it will stay on the same state and not begin again from the "START" state.

Glad to help.
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Playmaker Help / Re: Quick question - Is there an Event for 'OnEnable' of a GameObject?
« Last post by Kathar on January 20, 2018, 04:38:13 PM »
You could set all the variables you want when the FSM is first loaded and just bypass that state on any other reset/enable.

Thats what i do with all my FSM's

Something like this



And just keep reset on disable checked.

There is no event that gets triggered on enable/disable but you could just use the above and move right into what you want your FSM to do.

Hope that helps
That's fantastic, thanks mate! I just assumed all vars were reset as well when reset on disable was checked - that's really useful to know, will definitely be using your method now, so much cleaner, thanks again!
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Playmaker Help / Re: Return value to Host FSM
« Last post by LordHorusNL on January 20, 2018, 01:29:18 PM »
Have you tried these actions from the ecosystem yet?

Get Host
Get Host Info

It's been a while since i used them however i believe you can just get the name from the host FSM as a string and use that to send a event and a variable with "Set Event Data"

If i remember i had no succes sending a variable with "Set FSM" but don't quote me on that.

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Playmaker Help / [SOLVED] Return value to Host FSM
« Last post by Geropellicer on January 20, 2018, 12:46:29 PM »
This has already been asked here http://hutonggames.com/playmakerforum/index.php?topic=7098.0 with no official response or solution.

When you run a FSM in only one level of deepness, ie from the original gameobject to the sub Fsm it's easy to return the value with the different "set FSM variables" actions. But when a Sub FSM runs another Sub FSM, it gets much more difficult. Is there a way to return data from the Sub FSM to the Host FSM?
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I have Easy PUN and the content you get is pretty similar to whats available for free in the Photon samples on the ecosytem.

I'd take a look at those first and not bother with this.

The author wanted to expand it a lot more but it seems to be dead atm.
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