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Help with Playmaker Actions: Newbie[SOLVED]

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FunD:
Hi,

I'm still new to playmaker, although I made some progress today :) ..However, I'm still somewhat struggling with the actions and how to link them properly, so that they do what I want.

I am trying to get the logic here for two actions, I'd like to have executed in my current scene.

The first thing is:

I got the asset 'Pixel Crusher's Dialogue System' and I'm using Playmaker to execute the dialogues. Playing the first dialogue works fine.

But what I'm trying to achieve now, is that a new dialogue plays, after the first dialogue has been read through, without ever going back to the first dialogue. (Attached screenshot below)

I'm pretty sure I should use bools, tried for a long time to find tutorials that shows me exactly what I need, I read the documentation and tried many different ways, but there is something I'm missing, because I can't get it to work.

Is there any way to get a step by step guide on this for newbs like me?

Then the second thing I'm trying to achieve is:
A text gets released in the scene, with 'on trigger enter' on an object. The player reads through the text and is told that he can do an action with the 'Enter' Key after discovering this object.
The text shows up on the screen fine, but now I would like to change scenes after the player presses the 'Enter' key (right after reading the text).

I used 'Get Key Down', but it's not working with the scene switch. I added the 'Load Scene' Action and it changes scenes directly when the player gets in collision with the object, without having time to read the text or press the 'Enter' key.

Is there generally a way to make sure States play one after the other? Any advice?

Thanks for your patience with all the newbie questions :)
Here are the screenshots:
https://ibb.co/b3kvPfX
https://ibb.co/3CLwyhZ
https://ibb.co/QQY5qGB

Alex Chouls:
State changes are triggered by events. The FSM will stay in a state until it receives an event that triggers a transition to another state.

I think you might be confused about the FINISHED event. It is sent automatically when all actions on a state have finished running. This might be pushing you to the next state quicker than you want.

Instead of using FINISHED, try making your own events in the Events tab and send them yourself. That way you have complete control and will understand how to build the flow better. For example, the Bool Test action lets you send events based on the value of Bool variable. I know that might not make sense yet, but I think if you start playing with making and sending events it will start to make sense!

FunD:
Hi,

So I stopped using FINISHED and made my own events.

I'm still on the bit where I want to have a new dialogue play once the first dialogue has finished playing.
I looked into PlayerPrefs and bools. I downloaded ECOSYSTEM and imported the package into Unity, in order to be able to use 'PlayerPrefs Bool Test', 'PlayerPrefs Set Bool' Actions etc.

So basically, the system has to check if Conversation 1 already occurred, using a bool, and if it has, it goes to play Conversation 2. I get that.

I've been trying out different options but somehow can't get it to work. I tried to find a tutorial specifically on PlayerPrefs bool Actions, but have not been able to. I am still confused on how to make it work with Playmaker. I took some screenshots:
https://ibb.co/VWwCwfB
https://ibb.co/hLnpJz9
https://ibb.co/GdBm3c4
https://ibb.co/GHKGpMY
https://ibb.co/yRPG6TY

I'd really appreciate some help


--- Quote from: Alex Chouls on February 12, 2019, 02:55:13 PM ---State changes are triggered by events. The FSM will stay in a state until it receives an event that triggers a transition to another state.

I think you might be confused about the FINISHED event. It is sent automatically when all actions on a state have finished running. This might be pushing you to the next state quicker than you want.

Instead of using FINISHED, try making your own events in the Events tab and send them yourself. That way you have complete control and will understand how to build the flow better. For example, the Bool Test action lets you send events based on the value of Bool variable. I know that might not make sense yet, but I think if you start playing with making and sending events it will start to make sense!

--- End quote ---

jeanfabre:
Hi,

 you need to put your event as global transitions ( above the state), else they won't trigger because they are transitions of other states ( below the state).

 so simply move your Play Conversation X and Stop Conversation Y at the top of states, and run logic on trigger enter to dispatch to various states this way.

 Bye,

 Jean

djaydino:
Hi.
maybe this tutorial can help :

//www.youtube.com/watch?v=eNl7ZEljcdg

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