playMaker

Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Playmaker Help / Re: how to track a button click
« Last post by djaydino on November 24, 2017, 03:13:47 PM »
Hi.
You can redirect all 4 there
Just set the transition name for each button.

So on button 1 in onclick() set the name "Button_1_Pressed"
in button 2 set "Button_2_Pressed" and so on.

all buttons pointing to the same gameobject/fsm.
12
Playmaker Help / Re: String Join action
« Last post by djaydino on November 24, 2017, 03:01:00 PM »
Hi,
I can confirm this indeed.

I will report to Alex.

Meanwhile you can do this as a workaround (2 States needed) :

State 1 : place the action "array get next" and set a loop event (Next) and a Finished Event (Done)
Connect 'Next' to State 2 and connect 'Done' to the next part of your setup.
on 'Result' add a variable (Current)

 State 2 : place the action "Build String" and set String parts to '2'
Then in 'Element 0' place the variable 'Current'
in 'Element 1' make a new variable (Result)
Don't use the separator
in 'Store Result' place the 'Result' Variable.
place a finished transition and direct it back to State 1


if you do need a separator (- for example)
set string parts to 3 and place the separator in element 1 and current in element 2

you will also need a state right after done wit the actions :
-"get string length" place the 'Result' Variable and make a (Length) Variable
-"Int Add" add -1 to the Length variable
-"Get String Right" on string Variable place 'Result' variable, on Char Count place 'Length" variable and on Store Result place 'Result' variable.

and then connect to the next part of your fsm.
13
Playmaker Help / Re: Problem with "is visible in camera frustum" action [SOLVED]
« Last post by djaydino on November 24, 2017, 02:05:58 PM »
Time for a good night rest? :P

or a good night with lots of beer  8) (or other drinks)

anyway happy you found the issue :D
14
Playmaker Help / Re: String Join action
« Last post by Doh on November 24, 2017, 02:03:48 PM »
After further testing it seems I can make it work with an array that I manually prefill before running the game, I can't seem to make it work though with an array that is populated during runtime.
15
Playmaker Help / Re: how to track a button click
« Last post by Poltor on November 24, 2017, 02:03:32 PM »
HI,
Are these Ui buttons?

if so you can use Onclick()

also you should avoid using get/set properties, it is mend for 3th party components that don't have actions to support.

check out the tutorial page and especially the User Tutorials Index to get familiar with playmaker
Hi,
thanks, I tried this method, it works, but I have 4 different buttons, so when I hang on each FSM they are processed only inside their Playmakers.

Here in the picture is shown by the red arrow State in which I try to check the click on one of the 4 buttons.
https://imgur.com/a/vhbm6
16
Playmaker Help / Re: Extracting a float from Quaternion or euler
« Last post by djaydino on November 24, 2017, 02:03:19 PM »
Hi.
I have updated an action on the Ecosystem called : get rotation advanced
it has now quaternion x,y,z
17
Playmaker Help / Re: Problem with "is visible in camera frustum" action [SOLVED]
« Last post by krmko on November 24, 2017, 02:01:38 PM »
I solved it, and you won't believe the stupidity of the situation. Those two prefabs i spawn are the same, but one is rotated along y axis (it's upside down). I could swear that i had the group instance with two same named objects, only one of them set to -1 Y scale. The group i was testing had PrefabName and ReversePrefabName, i probably took some old prefab version. The thing is, once the object enters the frustum, it pulls HP data from hash table, and then goes to wait for collision/wait for frustum exit state. Since the prefab name is wrong, it draws 0 HP from the hash table and is immediately destroyed. But what about the other? Well, when the first one is destroyed, the screen shakes just enough on the horizontal scale to put the remaining one out of frustum again and destroy it.

What a show.
18
Playmaker Help / Re: how to track a button click
« Last post by Arnoob on November 24, 2017, 01:55:26 PM »
Yes, it returned the good value that was pressed in the scene. But then the hang and error about exceeding the cycles.
No, I did not try to add "tampon" state containing a "next frame event" because I do not know what it is :).

What happens here is that your fsm is trying to make an infinite amount of actions during a single frame.
I guess that your FSM is making a loop, just take a look at it. It must be doing something like "check bool" in a state, and send an event to an other state when the bool is true. Then it gets back to the check bool state, and as the bool is still true for this frame sends the event once again. As you aren't telling it when to take a breack (wait for the next frame before checking again if the bool i strue), it is trying to check the bool endlessly, holding the release of the current frame.
Find the "next frame event" (or "wait" can also do the trick) and put it on the state that is entered when the bool is true. This way as soon as it enters this state, it will stop the looping for the current frame.

I hope that I was clear enough XD. Getting into it was a bit of a pain for me too, don't worry it's normal ;-)
19
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« Last post by djaydino on November 24, 2017, 01:39:35 PM »
Hi.
Wow its getting big now!!
can't wait to test it out :D
20
Playmaker Help / Re: how to track a button click
« Last post by djaydino on November 24, 2017, 01:37:35 PM »
HI,
Are these Ui buttons?

if so you can use Onclick()

also you should avoid using get/set properties, it is mend for 3th party components that don't have actions to support.

check out the tutorial page and especially the User Tutorials Index to get familiar with playmaker

Pages: 1 [2] 3 4 ... 10