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Messages - Davision

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1
PlayMaker Bug Reporting / [SOLVED] "False" Message Spam
« on: August 06, 2012, 12:24:07 PM »
Im getting infinitely spammed with this message when clicking play:



I dont know much about scripts and have no idea how to get rid of it.

2
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 31, 2012, 06:41:42 AM »
I found a workaround for the problem!
Deactivate the object, set position and then activate again. Then the collision is instantly there.
I just dont know how much performance the deactivate and activate could take, i guess it could matter on mobile with 56 times going though the loop.

Maybe you can make a tickbox for set position that makes sure that the collision is instantly there with deactivate/activate and maybe even make it more cheap performance wise?

3
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 24, 2012, 07:30:39 AM »
I tried to fix it with a next frame action after the set position now, it did not work! But when i make 2x next frame action it works in the testscene i send you. However most of the time it doesnt work in my game with 2x next frame. So I think it must be performance that also plays a role here. That means then Im never really save with a delay or next frame actions after it. :(

I hope you can get some more insight in this with making a script.

4
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 23, 2012, 01:44:36 PM »
If im save with a "next frame" action after the set position it should be fine. Would just take some more time til the next gems come in the playing field.

The fact that it worked just fine with "create object" instead of set position makes this especially strange for me, i would have understood if create object can take some calculation time and takes a frame or more but something simple like set position should be really instantly as a whole.

5
Action Requests / Re: gamecenter actions
« on: July 23, 2012, 10:41:50 AM »
gamecenter actions would be sweet! I will have to get gamecenter implemented here too.

6
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 23, 2012, 06:59:31 AM »
Uploaded it here: www.tocogames.com//files/setpositionlag.zip
Its really simple, just make the wait time higher after the set position to see that is possible that the ray hits when there is enough time inbetween.

Breakpoints do not help in this case, i guess simply because they only stop at that state and not freeze the whole game.
Even if raycasts are cached and then calculate while it runs through the next states, it doesnt matter because the raycast is at the end of the logic.

7
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 22, 2012, 12:00:43 PM »
Try disabling the box collision? Then i can not test if the bug is still there. I need the box collision to do raycast check of the playing field right after its set to the new position. I also use a raycast the check bug, a raycast on the box collision to check if the set position has been done.

Did you try to recreate the bug? I could also make you a simple scene that shows the bug if you like?

8
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 22, 2012, 06:23:02 AM »
I have both unchecked and my test proves that it does not apply the position immediately. It has only a simple box collision, or can only the box collision have a lag somehow?

9
I do a "get component" with a particle emitter that has been set in a variable, then i do a "set property" on the Emit Bool of that component, it works just fine but when i then replace the object variable with a new particle emitter in the next turn it doesn't work anymore. The "set property" still triggers the first particle emitter even though the variable is clearly replaced with the new particle emitter. I double checked through the variables tab at runtime, really strange bug.

10
PlayMaker Bug Reporting / Re: "Set Position" Bug
« on: July 21, 2012, 05:43:42 AM »
Is there a chance that this gets fixed in the the next version?

I tried to find a workaround for my game but everything i did wasnt good enough. The only proper workaround i could do is making a raycast loop for every object which has its position changed to check if the "set position" has been done and only then go in the next states to check the playing field. Obviously that would be a bit crazy and not fast enough.

11
PlayMaker Bug Reporting / "Set Position" Bug
« on: July 18, 2012, 11:17:21 AM »
Til Set Position has been set it takes some time, or better said it runs through the next few states til the set position gets applied! I checked this with a raycast directly after the set position which failed and a raycast 1 second later which hit the object.
I took me some hours to figure out that there is a bug in "set position", it is crucial for my game that the set position gets applied directly because directly after it raycasts need check the playing field.

(Before it i used "create object" instead of setting position of objects that are already in the scene, a "create object" gets created before it runs through the next states.)

12
PlayMaker Help / Re: Get Tag, "use owner" is missing
« on: July 15, 2012, 07:57:00 AM »
I found out that there is a extra "Get owner" action. I thought it would have to be a part of the "get game object" action. Anyway, would be still better if the "get tag" action has already the "use owner" in it like all the other gameobject related actions have.

13
PlayMaker Help / Get Tag, "use owner" is missing
« on: July 15, 2012, 06:49:28 AM »
I just can't get the tag of the owner because the options of "Use owner" is simply missing in the get tag action. I also cant use "set game object", as a workaround, to set the owner in a variable because Use owner is there missing too. Am i missing something or did the PlayMaker programmer forgot to add those options there?

14
PlayMaker Help / Re: Hide Parent+Children?
« on: June 23, 2012, 01:31:36 PM »
Sweet!

15
PlayMaker Help / Re: Hide Parent+Children?
« on: June 23, 2012, 12:39:41 PM »
Yea, that would be a good way to do it but changing the position of the collisions will break it for me.

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