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PlayMaker Help / Re: Parent Rigidbody, Child Colliders
« on: July 28, 2020, 05:35:14 PM »
I have appended a new variable to GetCollisionInfo which is
Get Child Game Object Hit.

I use:
childGameObjectHit.Value = Fsm.CollisionInfo.GetContact(0).otherCollider.gameObject;

as I have recently read that contacts[0] uses GC, and GetContact(0) does not.

This is working well, and a small change to the existing action. I believe it will still return the correct GO even if it has no children.

PlayMaker Help / Parent Rigidbody, Child Colliders
« on: July 28, 2020, 11:38:53 AM »
I've got a situation now where I have a rigidbody on the parent, and 5 children all have colliders. Previously, the parent did not have a rigidbody, but now I need it. I am using an OnCollision event, which used to give me the child's name, but now it rolls up to the parent's name. The parent has a different tag, but OnCollision doesn't care. So after clicking around for a while, I've come across the fact that this is the default function, I can understand that since in most cases you want to group some colliders for a parent. I have seen that something like this I could use:

myCollider = collision.contacts[0].thisCollider; // child collider

I was wondering if there is an action that exists to get this information before I tried to wire something up myself.

PlayMaker Help / Re: Logged Collision has no name?
« on: July 13, 2020, 12:39:35 PM »
I think I get what you are saying!

After a quick test, I am not seeing entries where the object is 'none'. I guess that collision event should be in its own action, and then anything that uses it should be in the following action! Good to know! Thanks Dino!

PlayMaker Help / Re: Logged Collision has no name?
« on: July 12, 2020, 09:10:34 AM »

Thanks for the reply, enable logging is checked! I have a few other FSMs on here when other tags get hit, and I do see an object name for them. I am unsure how to test this collision event if I can't get the object. I may be able to write a little script maybe that I can break on when there is an event and try to see what the object is?

I'm not seeing any issue with the game, but I am attempting to understand more about what is happening with some proper logging.

PlayMaker Help / Logged Collision has no name?
« on: July 11, 2020, 04:52:46 AM »
I just want to understand this. I have a collision action, I grab the collider. Next, I send that collider info to the log. Am I just having a collision with something without a collider? If so, how is it marked with a collision? Is this a non-issue?

Log line:
Arrow.Flying : Bounce : Hit! : DebugGameObject : ArrowHit: None

Feature Requests / net.Fabrejean folder
« on: July 03, 2020, 07:22:19 PM »

I was wondering if you could expose a setting for the path for the folder. I had previously moved it to a subfolder, when the ecosystem was installed after the fact, many errors were spat out saying it could not find the folder. I realized it was because I had moved it, and when I put it back in the root, the installation continued, but I would rather keep it in the subfolder. Thanks!

PlayMaker Help / Re: Trigger Event using XR Inputs
« on: June 16, 2020, 08:27:56 PM »
Found this by dumbgamedev (that's his name I'm not calling him names!)
I haven't tried it yet, but it looks like a lot of functionality is there.

PlayMaker Help / Re: Good way to order "broadcast all" recipients
« on: February 25, 2020, 09:57:21 PM »
thanks fellas! yea I think the issue here is the big guy himself has lots of FSMs that all fire together when the clone is made. I wish I could kill the FSMs on the clone as they are only needed on the big guy himself. I wonder if I can maybe add some empty meshes that are duplicates of the big guy. The baby clone has no functionality, but copying the big guy has a large payload. I will have to think around this as I may be able to simplify this heavily, in the end there's not much to it.
I initially tried many ways to kill the FSMs but ended up setting many of them to check the root name, and if it included "clone" then do nothing. I'm sure I haven't touched on all of them. But maybe I could make a shell or something then just make a copy of the root objects, I will have to bounce this around! Thanks for the thought!

PlayMaker Help / Good way to order "broadcast all" recipients
« on: February 20, 2020, 12:15:55 PM »
So I have this one setup event and I use broadcast all. I believe there are 10 or so objects that receive the call and then run what they run. One of them is a copy of a rather large object with maybe 200 child objects. I feel like I am doing too much in this frame and there is a visual hiccup when this fires. It's not too bothersome, but the framerate drops a lot for that little bit, but I just want to sort this out now before it gets too complex. I would like to fire the big guy first and then fire the rest of them. In doing so I am kinda breaking my format, but I think it makes sense here. So I was wondering what sort of approach would make the most sense.

1. make a standalone sequence that calls the 10 things in a row, although the rest of them can probably all run at the same time as they are not nearly as intensive as the big guy.
2. try to put a wait action on the other ones as the first thing that happens when the broadcast is fired (I feel like this would be hard to maintain)
3. change the broadcast all to calling each individual thing. I lose the freedom of the broadcast all here.
4. have each call daisy chain the others.
5. make an intermediate broadcast call that takes the first broadcast all and then fires it's own broadcast all after it runs

I'm very open to any other designs anyone suggests. I just want to be able to trace things easily!

PlayMaker Help / Re: What am I doing wrong here with collisions?
« on: January 25, 2020, 12:41:14 PM »
Ok I think I figured it out. The send event skips the get info. And that fills upon returning to the event. I can work with this!

PlayMaker Help / What am I doing wrong here with collisions? [SOLVED]
« on: January 25, 2020, 12:33:46 PM »
I have a Collision Event followed by Get Collision Info. This is working, but in a very quirky way. Upon inspection I am seeing that it's not picking up the collision correctly, it must be firing later again so that I eventually get the droppoint vector to move the player. Why is there no data in the second action when I can see it in the first action? I want to test for a collision with a specific tag and then get the vector. I want to ignore any other tags. will the first action only fire for the selected tag? Maybe the starting place (0,0,0) of the arrow when it activates? I am confuse.

Feature Requests / FSM relationship screen/window
« on: January 15, 2020, 08:32:54 AM »
I wonder if you could make a screen similar to an FSM, but sort of a global view of how all of your FSMs are related to each other. As of late I have been trying to get a global view of what I have created, and there are pieces here and there like the events window. But I would love to feel like I could see and drill down somewhere in an all in one window. I think the disconnect for me is with code you can organize it in folders and the IDE lets you hop around from one thing to another. I realize that playmaker is not code, but there is a disjointed feeling because navigation requires you to go to different windows to figure out different things. Not that there should only be one window, I hope you get my meaning. I do find that I am starting to think in playmaker as much as in code. I am really enjoying it.

PlayMaker Help / Re: Renaming Global events
« on: January 14, 2020, 10:24:33 AM »
Happy to report: 6 Global events renamed in 22 places, tested after each state was renamed. wWorks perfectly! Thank you for helping me add clarity to my project! The Events Window helped me to track where I needed to rename things. It does not update immediately upon the change. Going to a specific FSM seemed to trigger the events to update in the window. Once I caught on to that, it was much smoother to be sure I was catching all the events. Super happy I can give things better names! Thanks Jean!

PlayMaker Help / Re: Renaming Global events
« on: January 14, 2020, 08:04:41 AM »
Thanks Jean!

I plan to go SLOW, but this gives me confidence. I will report back as to how well it goes.

PlayMaker Help / Re: Renaming Global events
« on: January 11, 2020, 12:18:44 PM »
I understand what you are saying. My original question is about renaming events. you can check a box and make an event global. currently, you are not allowed to rename an event when it is global, the name textbox is greyed out. I posted my workaround.

You spoke about global variables, and I explained that I have some - which I will eventually get rid of, but I also have an FSM that acts as a manager like you describe.

also, your message footer is broken.

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