Playmaker Forum
PlayMaker Feedback => Feature Requests => Topic started by: julius on February 12, 2013, 03:22:42 PM
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Hey All,
I would love to be able to instance actions. I.E. I would love to make one action that I can duplicate to multiple locations but if I change one all of the instanced (duplicated) actions update as well. Along these lines I would love to be able to make instances of an action set and put it into a sub action.
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You should be able to do this now with the Run FSM action and templates. Have you had a chance to play with this in 1.5?
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Is there a tutorial for this? It would come very helpful to me as well!
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Alex, I'm trying to use the RUN FSM action but it doesn't seem to work.
I have saved the action I want to be run as a template, and set on 3 objects a RUN FSM action to call it.
One thing I don't know is how the settings in the RUN FSM action work.
I don't want to set any of the variables from there because they are all calculated inside the FSM itself.
So, the 3 objects with the RUN FSM do not react correctly (or to be honest they don't really seem to load the action), and to test it, I copied the same action and pasted it on another object, and it works.
Is there any way to debug RUN FSM or see what's happening?
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Hi,
do you have the latest playmaker? sub fsm was broken in the last update,
bye,
Jean
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Uhhh what is SUB FSM?
My version is 1.5.4f3.
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Hi,
sub fsm is this feature that allows you to run fsm template.
indeed, update playmaker from your asset store window and try again.
bye,
Jean
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Updated to 1.5.6, still no luck, nothing changed.
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Hi,
can you report a bug? or share a packaged scene?
bye,
Jean
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I sent you an email ::)
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Hi,
ok, you found a bug, I can repro, basically, the action "collision event" does not trigger within a sub fsm. So for now I would suggest that either you create your fsm as a reaction to the trigger event declared in the parent fsm, or else you use the actual global event ONTRIGGERENTER which works within a sub fsm, I tested. you can then filter triggers if you want.
I filed a bug, so It will likely be fixed on the next update.
bye,
Jean
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Thank you very much, man! ;D