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 - ramones

Pages: [1] 2 3
PlayMaker Help / Bug in playmaker?
« on: October 27, 2015, 06:49:10 AM »

I have this simple FSM that the only think that does is Get the key down state of a key and print its result after jumping to another state. The behaviour I'm expecting is that the tempBool var become True just for a frame and then false for all the others beside it is still pressed or not. This is not hapenning. After pressing the space key (it doesn't matter if it is released later) the tempBool var is always true. Could anybody look into this issue please?

I have attached pictures of the FSM and state actions. It is very simple.

Note: In the third screenshot you will notice a disabled action. This is an action I have had to use to force the reseting of the boolTemp var. But I expect it to not be needed to make things work if everything were right.


PlayMaker Help / Re: Simulating method calls with return value in playmaker?
« on: September 28, 2015, 09:05:05 AM »

Yes... I will do that. I was just setting up a playmaker course and wanted to show assistants its array capabilities.

By the way, I was just playing yesterday manic miner on my speccy :). You have an awesome alias ;)


Share New Actions / Re: ArrayMaker is now available [JUNE 2015 NEW VERSION]
« on: September 28, 2015, 06:29:23 AM »
Is there any way to use arrays to show in inspector as a native var? If not, is there any other alternative?


PlayMaker Help / Re: Simulating method calls with return value in playmaker?
« on: September 28, 2015, 06:20:04 AM »

Thanks for the answer.

This is something I have been thinking about but being a programmer it felt too cumbersome and managable.

Perhaps I'm just over thinking things or trying to push playmaker to make things I did with plain c#. Is there any other way to accomplish this in a more "Playmaker way"?


PlayMaker Help / Still no Arrays/Lists as a variable?
« on: September 28, 2015, 04:57:22 AM »

I need to create a inspectable list/array in playmaker for my artists to drag some prefabs into it. Is there anyway to accomplish this? It seems ArrayMaker doesn't provide this functionality.

Any help will be greatly appreciated.


PlayMaker Help / Simulating method calls with return value in playmaker?
« on: September 28, 2015, 04:29:39 AM »

Is there any way to simulate a method call (the method should be a playmaker graph or subgraph) with a return value?.

I would like to use a node for example to call another playmaker graph and get a result form it.


PlayMaker Help / About global events
« on: July 26, 2013, 03:50:39 AM »

I have read from another post:

Global Events: If you want to send events between FSMs they must be marked Global.

This is a bit misleading to me. I see global events as events that can be used in any FSM, I mean, things like "Success", "Failure", "Yes", "No" that are common should be global events in other to be reused and do not have a copy in every FSM.

Can they be seen this way? Or am I wrong?

Thanks in advance.

PlayMaker Help / Re: Avoiding GUIRepaint to strive for optimization.
« on: July 22, 2013, 02:46:39 AM »
It is working ok now. Thanks.

PlayMaker Help / Re: Avoiding GUIRepaint to strive for optimization.
« on: July 21, 2013, 01:12:57 PM »

Sorry to bump the post but I would really like if there's any thing I could do to remove the repaint calls. Alex do you have any suggestion?

Thanks in advance.


I'm optimizing my game this days and one of the things I'm trying is to remove all OnGUI realted stuff from my code (I target v6a android devices).

I have noticed that one can disable the use of GUILayout from the PlayMaker GUI behaviour that appears in every scene. The problem is that I can see in the profiler spikes produced by GUI.Repaint that are related to PlayMaker after disabling the GUILayout option. Is there any possibility to disable the use of OnGUI's from playmaker?

Thanks in advance.

Thanks a lot for all the answers.

I think main prob is that as a experienced programmer I want to bring the same functionality of "methods/functions/procedures" to PlayMaker. I really try to encapsulate common set of states, etc... and save them as templates and then call with RunFSM action, etc... but I think I will have to change my mind a bit on how to organize things in a FSM.

Again, thanks for all the insights.


I think everyone in the forums will agree that main strength of playmaker is State handling through FSM. I like it a lot when I use it this way to prototype high level logic. The problem comes when I try to use it as a Visual scripting tool and mainly when I want to start reusing logic blocks. An example could be a state I have in my IAP FSM  called "Has enough money". This just call a custom  action that fires a "Yes" event if there's money to buy a product and "No" otherwise. The problem here is that I allways have to wrap this action into a state but it is not really a state, it is a piece of logic that has an output. Things get worse when I need to use this action more times in the FSM and have different event targets. I have to create another state and rename it something like "Has enough money 2", "Has enough money 3", etc... Really feel a bit like I'm forcing the tool to do someone it wasn't meant for.

Has anybody found himself in this situation? Has Anybody managed to solve this problems? Any tips would be greatly apreciated.


PlayMaker Help / SendEvent based on fired event?
« on: April 27, 2013, 02:54:41 AM »

I would like to clear a bit one of my FMS and wanted to use some global transitions to clean this spagetti I have :).

Mainly I want to use 2 global transitions "ExitWithAnimation" and "ExitWithoutAnimation". This will be called from some parts of this fsm depending on the player selections (this fsm covers a part of my UI logic).

On the other hand I have a custom action that shows a Yes/No dialog that returns to the fsm through sendEvent what the user chosed. I need to send the user to one of this global transition if I get a "No" event. Is this possible to do without creating a transition from the current state, from the No event to another state that sends the event to move to the global transition? I don't want this because state ids seems to be based on the name and then I should be naming this nodes "GoToExitWithNoAnimation1", "GoToExitWithNoAnimation2", etc...

Is there a better solution for all this?.


Ok, understood. Thanks for the clear and fast response.

I think something like a "public" tick in Host FSM variables would be nice to let subFSM reference them with no hassle. I think it resembles to calling a function inside a class. The class has data and shares data among all its methods.

By the way I have found some bugs when assigning a template in the FSM tab to a state. Don't know how I did it but it broke my FSM several times blowing all transitions away and collapsing states when I set the template and then remove it.

I will try to reproduce it again.


Thanks a lot for the answer Alex.

On the other hand. I have a little doubt about fsm templates. When I paste a fsm template in a fsm does it still reference the template? I mean, If I modify the template will the pasted nodes refresh (I suppose they don't but just to be sure). And last question is there any good way to set a Host var from a subFSM?.

Thanks in advance.

Pages: [1] 2 3