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Messages - Gevarre

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PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 31, 2014, 11:24:15 PM »
Okay, so I got it figured out and working, at least for ArrayListGetNext. I don't know about the others. It came down to me not thinking correctly on how logic moved between actions. The way I had it, the "reset" variable was set to true in the same state as the ArrayListGetNext action. I was picturing that when it looped back in to check the next entry in the array, it would just go straight to ArrayListGetNext, which, of course, now that I look at it again, it doesn't do. The flow always goes back to the first action in the stack even if an action in the stack is set to some sort of "loop". The way I had it resulted in ArrayListGetNext ALWAYS restarting with the first entry and never getting past it.

So here's the correct way to set it up (This is specifically for ArrayListGetNext. I assume others work similarly):

1. Create a Boolean. I called mine "resetMyArray". Set the default to false.
2. Create a state that contains the ArrayListGetNext action.
3. In the drop-down box to the right of "Reset" select "resetMyArray" or whatever you named your Boolean to.

So now whenever that state is first ENTERED, and "resetMyArray" is true, it will start looping from the beginning again. Now on to the loop...

4. Make another state to do something with the array entry. In my case it's a string array and I'm comparing the individual strings to text that the player inputted at the beginning. I'm calling my state "CheckLetter" in the attached images.
5. Back in ArrayListGetNext, set the "Loop Event" to that new state.
6. Now back in the state that does the comparing, set the false condition to go back to the ArrayListGetNext state. This way it will keep looping until it finds the entry you're looking for.
6. Set the true state in the comparer to move on to a new state that does something with the entry. In my case it's "DisplayLetter" that just prints the entry to the screen.

You now have a setup that loops through an array until it finds what you're looking for and then moves out of the loop to do something with it. (I'm ignoring the "Finished Event" and "Failure Event" for now)

Now for the final step. Once you've done something with the entry, at some point we're assuming you want to start the whole thing over again, looking for a different entry in the same array. The problem is that by default, ArrayListGetNext will pick up where it left off, so if the new entry is before the last one you looked for, it will continue to the end and fail. Jean's new upgrade fixes this.

7. Make a new state. I called mine "ResetArrayPointer".
8. In this state, add a SetBoolValue action. Remember the reset Boolean we made at the beginning? Use the SetBoolValue action to now set that value to true.
9. Now back in the last state you made, the one that did something with your output, add a "FINISHED" event and hook that up to the SetBoolValue state.
10. Finally, add a "FINISHED" event to the SetBoolValue state and hook that up back into the ArrayListGetNext state, and you are done.

Now what should happen is that ArrayListGetNext will initially see the "Reset" Boolean as false and start looping through the array entries. When it finds what you're looking for, it will exit the loop and do something with the entry. After all that's done, it will set the "Reset" Boolean to true, meaning, "Hey, I've finished doing what I needed, now I want to start completely over". The next time the ArrayListGetNext state is entered, it will see that "Reset" is now true, and start at the beginning again!

Anyway, sorry for the length of the post, but I wanted to be sure I gave all the necessary info. Better too much than too little. Attached you will find two images showing how I have things set up. I hope I've made it simple enough that it'll be self-evident how everything should be set up.

Thanks to Jean for his never-ending help. Hope this helps :)

PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 31, 2014, 01:51:28 AM »
Unfortunately, I'm still having no luck. Though I'm guessing it's something I'm doing. In the attachment you can see the test setup I did. The Idle state at the beginning is just a gui button to start to sequence. "draw gui text field" just makes a text input box and stores the input in the string "letterFromInput" (which you don't see in this shot).

Once the player inputs text (in this case I just do a single letter), it goes on to ArrayListSearch. The object contains an array of 26 entries, the alphabet. Array List Get Next is supposed to step through each of those entries, passing the current entry on to the "CheckLetter" state, which just compares the string entry in the array to the letter I input at the beginning. If the strings match, it displays them, if not, it goes back to the ArrayListSearch, which should step to the next array list entry.

Unfortunately, with the settings shown here, it never does find the right entry. It just loops until I get the "looped 1000 times" error.

I assume I'm still doing something wrong, but I don't understand what. I was hoping from the original reply from Jean that "insert a Boolean value" meant there would be some kind of checkbox that said something like "always start from first entry" or something like that. I know that sounds lazy, but due to the confusing nature of this setup, it would help make it "idiot-proof" to idiots like me ;D

Anyway, I get that the problem is probably that every single time it iterates, the Reset Boolean gets set back to true, so it never gets past the first entry, but I'm not understanding how to set it up to separate that step. A small working example of this setup would go a long way to help figuring this out.

PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 27, 2014, 12:37:11 PM »
Okay, so I re-downloaded and installed Arraymaker, but either I'm confused or it's not working.

In the ArrayListGetNext action I know see the "Reset" item. The tooltip says "Set to true to force iterating from the first item". The trouble is, there is no true or false to set. There is only "None" and "Proceed".

Choosing None doesn't do anything. Choosing Proceed adds a readout box that says "False" by default, but again, no way of setting anything to true.

With either setting it still runs the same as before.

PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 23, 2014, 12:47:02 PM »
So where exactly would that be? I'm not seeing anything on your wiki page.

PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 21, 2014, 12:04:53 PM »
I don't mean to rush you because I'm sure you have a lot going on, but any progress on this?

PlayMaker Help / Array List Get Next not resetting?
« on: May 12, 2014, 04:57:04 PM »
I'm using an ArrayListGetNext action to loop through some things in an array and then using the Finished event to do something else.

This is all working fine, but the trouble is that if I go back to that same action later and use that same ArrayListGetNext again, the second time it just goes straight to the Finished event instead of starting at the beginning again. it's like it's not resetting to the beginning of the list or something, but instead just leaving the pointer at the end where it left off previously.

Is anyone else having this problem, or do I need to do something different?

Share New Actions / Re: Open IOS keyboard[SOLVED]
« on: May 09, 2014, 12:03:25 PM »
Perfect. Works just fine now.

As always, thanks for the amazingly fast fix ;D

And not to get greedy, but now that it's working, would it be possible to have an option so that when it opens again, the text field could be reset to blank instead of retaining the previous entry?

I don't know if that's even possible since it's Apple's built-in keyboard, but if not, does anyone know of the series of actions I would use to clear that field after I store it's contents in a variable. I'm doing kind of a data entry app, and having to hit that little "x" in the field for hundreds of consecutive entries will get rather tedious.

Share New Actions / Re: Open IOS keyboard[SOLVED]
« on: May 08, 2014, 01:51:02 PM »
Sorry, but I seem to be having the same issue. This is on iPod 5, ios 7.

I did the same as the others:
-Created a state with a gui button that calls the "Show Keyboard" state.
-The Show Keyboard state has the OpenDeviceKeyboard action.
-"Done" triggers the Finished event that goes back to the first state.

First time through everything works fine, but after clicking done on the keyboard, it goes back to the first state, but the second time through, the keyboard never appears.

I added a button and other diagnostics to the second state, so I know the wiring is working fine, there is just no keyboard. I am NOT doing anything with the "Active" section of the keyboard, as previously suggested.

Anyone else actually getting this to work?

Action Requests / Re: TNet: Tasharen Networking actions?
« on: December 27, 2013, 12:26:52 PM »
No offense to you. With all the hard work you do, I'm sure you don't have the time to deal with keeping track of votes and so on, which makes this service easier, but I won't be joining up with yet another company that requires me to give up unnecessary personal information just so I can say "me too" to a particular feature.

It's all right though because everything you add to Playmaker is wonderful :)

Action Requests / Re: TNet: Tasharen Networking actions?
« on: December 26, 2013, 01:20:59 PM »
I'd like to vote for this too, but the trello site is rather confusing.

The Sticky on the site says you don't need to sign up and you can just select a card and click on "vote", but clicking on a card just brings up a description of the item. There is no vote button as far as I can tell.

PlayMaker Help / GUI Label freezing FSM progression?
« on: June 25, 2013, 05:31:19 PM »
I may be using this wrong, but since there is very little documentation on this playmaker action, I'll ask about it here.

I've got an FSM set up where I have a GUI Label action set to print my current health to the screen. I would expect the action to create the label with the appropriate text and so on, and then move on to the next action.

The trouble is, it seems to be creating the label, and then it just sits in that action. The checkbox for it at runtime is green, but any actions that follow it are never called and using a "Finished" transition after it never happens. If I uncheck the checkbox next to that action, then everything else works perfectly.

Anyone else seeing this?

Action Requests / PhotonNetwork.Destroy()?
« on: June 21, 2013, 11:33:02 PM »
There doesn't currently seem to be any way to network destroy objects in the photon list, unless I'm missing something.

Action Requests / Re: Physics.IgnoreCollision
« on: June 19, 2013, 02:55:48 AM »
Yes, it's a multiplayer game, so layers don't help. Everyone, by necessity, is on the same layer.

PlayMaker Help / Re: How do I send data between networked players?
« on: June 17, 2013, 03:59:27 PM »
Actually, that's still quite confusing. I'm assuming that by "photon sample scenes package", you actually mean "Playmaker Photon Demo".

Then, if I dig around enough, I'm assuming you mean the PlaymakerTestGame scene, since it has chat in it. When I use "assume" in the above, it's because the link you included to documentation is for the Photon DemoWorker sample, which, as far as I can tell, has no playmaker components at all. I need a non-photon solution.

Even if all the above is correct, everything I see here uses PhotonViewRpcBroadcastFsmEvent. I cannot use a Photon because there are too many issues with their solution. Even if I could, the docs for the string portion of PhotonViewRpcBroadcastFsmEvent are identical to Playmaker's SendRemoteEvent:

"Optionnal string data ( will be injected in the Event data. Use 'get Event Info' action to retrieve it)"

As far as I can find, there doesn't seem to be any further explanation of what "Use 'get Event Info' action to retrieve it" means, so I have no idea how to set this up.

Once again, I'll freely admit that it's probably really simple and I'll probably smack my head when I see it and say "Oh, yeah! Why didn't I see that?" SendRemoteEvent may not even be what I should be using here. I just don't know.

If I just had a hint of the basic workflow or concept and a list of which actions I should be using, I could probably figure it out. I get the feeling that once I do figure it all out, it's probably another tutorial I should write :)

PlayMaker Help / Re: How do I send data between networked players?
« on: June 17, 2013, 01:26:24 PM »
Which particular demo would that be?

I have the sample scenes, but can't seem to find one that has chat. All I can find is reference to some stuff using Photon, which isn't really usable in my case.

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