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81
Playmaker Help / EditorMode automated FSM Component Copy-Paste [SOLVED]
« Last post by RayCornea on February 18, 2018, 05:45:57 AM »
Hello, i would want to ask if there's any in editor script for syncing or to quickly copy-paste thru a specified array of gameObjects.

My situation: i have 5 characters with about 10 fsms on each. I plan on having about 40 characters, and manually copy pasting each fsm throughout them all doesn't seem too wise of an option.

ExtraDetails: can't place them into a prefab, since i'm using some trigger and collision events which must stay with the rigidbody gameObject, which has to be on the main parent

Sadly i'm not that good with in editor scripts, so any help is appreciated.
Of course it'd be best to have both options (synch current fsm, synch all fsms from this gameobject to the ones in the array), yet i'd be happy to get at least one of them working.

Progress so far:
As of now i'm only able to select current fsm via "FsmEditor.SelectedFsmComponent", however accesing variables such as arrays, or even doing a "PlayMakerFSM.FindFsmOnGameObject" always has a null result. Is there a certain way to find and access fsms while in Editor mode?

My Code
Code: [Select]
[MenuItem("Tools/Chars FsmSynch")]
public static void FsmSynchCh()
{
if (ArrHolder == null) ArrHolder = GameObject.Find("SaveLoad");

PlayMakerFSM fsmC = FsmEditor.SelectedFsmComponent;
GameObject gOwner = fsmC.gameObject;

FsmArray gList =  PlayMakerFSM.FindFsmOnGameObject(ArrHolder, ArrFsmname).FsmVariables.GetFsmArray("PrefChars");
if (fsmC != null && gOwner != null && gList.Length > 0) {
FsmS (fsmC, gList, gOwner);
}
}

static void FsmS(PlayMakerFSM fsmC, FsmArray gList, GameObject gOwner){
ComponentUtility.CopyComponent (fsmC);
for (int i = 0; i < gList.Length; i++) {
if (gList.Values [i] == null) continue;
if ((gList.Values[i] as GameObject).name == gOwner.name) continue;

PlayMakerFSM fsmT = PlayMakerFSM.FindFsmOnGameObject (gList.Values [i] as GameObject, fsmC.FsmName);
if (fsmT != null) ComponentUtility.PasteComponentValues (fsmT);
}
}
82
Action Requests / Re: Activate/Disable Game Component
« Last post by Farwest on February 17, 2018, 01:19:43 PM »
Thanks, however that isn't the solution I am looking for, because Activate Component action in Ecosystem (and others) don't provide same component slots. Kindly if you can check the image you will understand better:



For example in "Destroy Component" action, we choose Game Object and we are able to select the component attached on it. However the action "Activate Component" in Ecosystem don't have similar slots or feature. This is what I request as Action.

If there is a simple way to reach to a specific attached component in "Activate Component" like we do in "Destroy Component", I will appreciate if you can help me. Thanks.
83
Work In Progress... / Fei and Kitt
« Last post by bazz65 on February 17, 2018, 08:37:45 AM »
http://youtu.be/dtsJ6dkM4GU
My another Playmaker video
84
Playmaker Help / Re: Float Subtract Appears to Not work?
« Last post by Zeldag on February 17, 2018, 06:00:25 AM »
Hi,

Thank you both for your advice.

I finally found a bit of time to get back to it today. I have tried to seperate the actions and it does not seem to help.

As I said I am getting the variable from another FSM. So Im hoping that the error is something to do with the math going on in that FSM but at this stage things are getting too complex for me to find the issue.

I think I will scrap it all and rebuild it. I always thought it would be easier to just get the current Map pieces position and then spawn it to the side or to the front depending on whoch trigger was hit (hehe that still requires float operations but it has never failed for me before so fingers crossed).

I think that will be a better solution overall I was just too far down the rabbit hole with my current attempt, but this error is enough motivation to scrap it haha.

Thank you both for your responses, Ill keep those suggestions in mind for debugging issues in the future.
85
Playmaker Help / Re: Import Data into Array
« Last post by Strail on February 17, 2018, 04:12:59 AM »
I havent solved this, is there a way to load a text or csv to an array please?
86
Playmaker Help / Blendshapes and Playmaker Problem
« Last post by serenefox on February 17, 2018, 12:36:27 AM »
Hi,

I am using the blendshape actions on the ecosystem and I have a Fsm where it randomly picks a state with a "animate float" action and a "set blendshape weight" action. The float variable will increase and the blend shape field will change. The problem is I have three sets of states, one for happy, one for scared, and one for excited,and only the happy one works as expected. The other two start off well but as soon as it exits the state after the animate float finishes their weights reset.

Also on a side note the two blendshapes that don't work properly, don't work at all unless my animator component is on "animate physics".

Anybody know whats going on?

Unity 2017.2
Playmaker 1.8.9
87
Playmaker Help / Trouble with countdown timer with 1/60 seconds
« Last post by ToxicFrog on February 16, 2018, 09:23:24 PM »
Hello Playmaker Friends,

I've built a timer that is intended to display a countdown in seconds, while showing the decimal value of a second.

In other words, 3 seconds would look like this:
2:59
and the '59' would rapidly count down (from 59 to 0 in one second) before changing to '1:59'.

I've built the timer, and it works functionally, as in all the countdown digits behave as intended.

My problem is that I cannot make the game accurately count down a proper second.

I have a 'WAIT' state, that waits for 0.01666 seconds (the decimal value of 1/60 of a second). And it WILL NOT count down fast enough. Each 'second' actually take roughtly 1 1/2 seconds.

I set the Project Settings -> Time -> Fixed Timestep to 0.01 and 0.016, and it doesn't fix the problem. It will NOT count down in increments of 0.01666 seconds.

When I change the WAIT state to 1 second, it perfectly counts down in 1 second increments. But I need it to count down in increments of 0.01666 seconds, and it just will not do it.

Any suggestions?

Thanks in advance, and I'll reply with results from any suggestions!
88
User Showcase / Overlap 2D custom action
« Last post by Digitom on February 16, 2018, 08:26:04 PM »
Hello,

I created a compact physics 2d overlap action that has every feature of 2d overlap. This includes Circle, Box, Area, Capsule, and Point. It can grab all objects that fall within the overlap in an array, and can also store the collision into a bool.








89
Playmaker Help / Re: Moving an object accurately one unit at any speed
« Last post by djaydino on February 16, 2018, 07:54:26 PM »
Hi.
To be honest i don't use tweens much, most things i do with animation/animator.
I think the free actions are still supported, i can see that his last post on that topic was Jan 8 2018 :)

the paid version last update was Nov 22, 2016
90
Playmaker Help / Application Open URL not opening in new window
« Last post by derfmilar on February 16, 2018, 02:16:51 PM »
I'm using the Application Open URL action in a WebGL build, using Unity 2017. URLs do not open in a new window.

Does anyone have any suggestions?

Thanks!
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