playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ch1ky3n

Pages: [1] 2 3 ... 13
1
PlayMaker Help / Re: Collision Event with multiple objects
« on: September 07, 2021, 06:53:28 AM »
I don't think it is possible the collision happens at the "same time" and cancel the others. It still has the queue of which is first but it happens at the same frame of course. Thus, giving you the last entry.

to get all entries, add each information to an array. then, every object enters will be indexed under the array

2
PlayMaker Help / Re: Ecosystem Json Error
« on: September 07, 2021, 06:45:51 AM »
ecosystem appears to be down at the moment  :-[
I think DjayDino can pin the announcement until somebody fixes the git

3
Hey, you can use vector 3 operator

add a,b = ab
add ab+c = d
divide d /3

alternatively, you can use Array List Get Average Value after dropping all the vector 3

4
PlayMaker Help / Re: Again TRIGGER action problems [SOLVED][ALMOST]
« on: September 06, 2021, 08:58:59 AM »
have you tried using global events instead?
It might not suit your need though.

Just duplicate ur game object and use right-click on FSM editor/Add Global Transition/System Events/Trigger enter, etc

Mmmmm thank you for help, but why should I use global stuff when all of this happens locally?
I am purposedly developing the whole thing in-place so to simplify it and because there is really no need to go global.
This is a trigger problem much much much likely, as seeing that it freezes at that state where triggers actions are involved.

Using Global events is not what you think it is (The evil sin of anything Global)
basically, it is the same thing as using a normal state where you add a trigger event and drag the node to the next state.
except it is built-in into the playmaker. similar to UI clicks, etc in global event/UI
I think it is more like listeners rather than a global event , I dunno why they put it under global event though  ;D



5
PlayMaker Help / Re: Array Length not reporting the items? [SOLVED]
« on: September 05, 2021, 10:06:51 PM »
Always new stuff from Djaydino! ;D

6
PlayMaker Help / Re: round robin tournament
« on: September 05, 2021, 02:13:22 PM »
1. You'll need 2 array tables  for it

one for the team (index,name,w,d,l,etc,etc)
one for matches (matchIndex, teamLeft,TeamRight,result)

2. Make the matchmaking generator by iterating the A vs B, A vs C, A vs D, B vs C, etc., and fill the array for matches. thus giving you a match-list that you can run

Good Luck

7
I can confirm it happens to me too quite often. You don't have to restart unity, use the minimap to navigate through your FSM. It should be back to normal after you switch scene/change layout/compiling script,etc etc.

I dunno what exactly causes this bug.

8
PlayMaker Help / Re: Again TRIGGER action problems [SOLVED][ALMOST]
« on: September 05, 2021, 02:06:05 PM »
have you tried using global events instead?
It might not suit your need though.

Just duplicate ur game object and use right-click on FSM editor/Add Global Transition/System Events/Trigger enter, etc

9
PlayMaker Help / Re: Array: difference between DELETE and REMOVE ?
« on: September 05, 2021, 01:58:50 PM »
array delete > delete at particular index
array remove > delete particular value

array delete index 3 (if 3 is "apple")
array remove "apple"

Good Luck

10
PlayMaker Help / Re: Ecosystem stop working.
« on: August 19, 2021, 10:20:34 AM »
This should be posted as a bug, it happens to me too :o

11
Share New Actions / Re: BTAGGED actions
« on: May 06, 2021, 12:30:06 PM »
Found a bug on HasTag action and fixed it

12
PlayMaker Bug Reporting / Re: Variable Changes When Modding Prefab
« on: May 03, 2021, 09:54:40 PM »
New update today, contains fixed variable changes when editing prefab.
Yay!

13
PlayMaker Bug Reporting / Re: Variable Changes When Modding Prefab
« on: May 03, 2021, 09:52:12 AM »
I can confirm that it also happens in regular FSM (Non-Prefab) when you try to change the variable type from game object to string. At least, that what happened to me. All the variables in the actions are replaced with variable below them (On the variable list) them.

a is replaced by b
b is replaced by c
c is replaced by d
etc

14
1. Make a Prefab contains many children (Used for referencing)
2. Make an FSM that trying to manipulate those children
3. Add a couple of scripts to modify the scale/transform/Sprite renderer color
4. Cache some of the children's objects and drag some of them into the action's gameObject field directly.
5. Drag the prefab into the scene 5-6 times
6. Then modify the original prefab by adding some actions/deleting some
7. Try to do this couple of time
8. After a while, check the instantiated prefab (#5)
9. Somehow, It replaces those direct references to some cached variable and vice versa.
10. Removing the scene prefabs and replace them with the original prefab solves the problem

In the screenshot below, I just add new action inside the original prefab
then when I check the scene prefab
the variable changes from objParentBrick > ObjMonitor.

EDIT: I only test the GameObject variable. Make sure to go to PlayMode at least once to see the bug changes the variable

15
Share New Actions / Detect sides from Box2d Collider
« on: April 23, 2021, 03:14:34 AM »
This action will detect which side (Up, Bottom, Left, Right) of the collision and send FsmEvent accordingly

I used the original collision2dEvent action and modified it only when the collision enter.



Pages: [1] 2 3 ... 13