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Topics - Athin

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PlayMaker Help / How to manage lots of UI Button changes
« on: August 08, 2019, 08:28:00 PM »
Hey guys,

I've always struggled with how to handle UI buttons constantly activating/deactivating with my RTS project and was looking for some advice.  My basic setup currently is whenever you click on a unit/building, that send an event to activate X buttons in an array and also hands them an Int Button ID . When X button is clicked, it shoots that button ID to a logic check FSM to see what action to do.

This works for the most part but is very chunky and bulky as I have to reset icons and values constantly.

Thanks for any help anyone can give!

Hey guys,

I'm making an RTS style project featuring large armies.  When I got two armies fighting each other, that initial clash tends to be both sides focusing down 1 guy (The one that triggers the fight) before spreading out to different targets. 

I'm hoping this action can find the closest target and have a Loop event into a new state.  At that state, I can check if the current target is engaged and then loop back to find the second closest unit if needed.

Not sure if there is something out there already for this but I couldn't seem to find anything.


PlayMaker Help / Array List Events[SOLVED]
« on: March 23, 2019, 03:08:06 AM »
Hey everyone.

Hoping I'm just going blind but I need to ask.  I'm currently using an action to create an Array list during run time and I wanted to add some events into that array component.  Specifically the add/remove events.  Its easy enough to add those events on pre made array list but I can't seem to find any action that does this at run time.

Anyone able to point me at the right direction?


PlayMaker Help / Playmaker loses focus when editing FSM
« on: February 24, 2019, 12:22:50 AM »
Hey guys,

I've updated to Unity 2018.3.2f1 and just did a new playmaker install as well on my old project.  Now with the new prefab system, any time I try to edit a string in the FSM's, it tends to de-focus after I type in 1 or 2 letters.  Renaming the FSM for Ex will cause this. 

If I drag it into the scene, I can edit the instance and drag it back into prefab but now I get a warning for every change I make in the game object.  Its getting really bulky trying to do anything in this system.

Is anyone else having similar problems or know a way to fix this?


PlayMaker Help / Advice for handling Combat
« on: January 27, 2019, 09:35:27 PM »
Hey guys

I'm making a RTS style project with large scale battles and I am looking for some help with the system.  I'm looking to make similar combat like the Total war series and was wondering what was the best way to tackle this?

Currently I'm thinking placing each unit in the squad in an Array.  Using the "leader" unit in each squad Array (Index 0 unit) and compare his distance to each eligible "Enemy" unit.  If he is within X distance then send event to the squad to start combat otherwise keep checking.

I can see this system having some odd results though depending on how wide the formations are set up and what angle each squad comes in at. 

I need something that doesn't require each unit to constantly be active looking for enemies as I'm planning to have quite a few units in play at once

Anyone have any suggestions?


PlayMaker Help / Find Game Object Issue
« on: January 12, 2019, 10:04:32 PM »
Hey guys,

I'm hoping to get some help on this one as I'm ripping my hair out trying to figure this out.  I got a simple find game object action going to find any object with the TAG Open.  This was working fine for awhile now but suddenly today, the action is finding objects that aren't in the scene?!? 

I have a farm with the TAG open in my project but none in the scene.  The action will find an object farm (Scene Preview) when used?  clicking on that object variable doesn't show the object in the scene and causes errors shortly after since now I got a dud game object var basically.

Side note: I had a Get Parent action right after the find object action as well and what it found was called farm (Scene Preview) Animator (Scene Preview).  The farm doesn't even have an animation on it?  When clicking on it, the editor doesn't highlight where this is coming from yet the inspector shows a game object farm with an animator???  Also restarting my Unity seems to fix it for a few play through until it starts up again.

This one really has me confused badly and I'm at the point of changing this whole system around to adjust for this.  Does anyone know the cause or how to fix it?


PlayMaker Help / Rotation Formation
« on: December 16, 2018, 06:07:59 AM »
Hey everyone.

Hoping to get some help with this one.  I'm currently working with groups of units that I want to line up into a formation (Think like RTS total war style).  I've currently got it semi working but need help to figure out how to handle the actual rotation on the formation.

Currently I have a manager that has all the units selected in an array.  I use that array to line up my guys.  Ex First unit goes exactly where I select, second unit goes to the location I select but also adds his array index to the location target ( adds 1 to X). It works fine like that but they always line up looking north this way.  What I want to do is add in the effect of them off setting depending on the angle from their current location to my selected spot.

I've found Get Angle to Target action and I know this will be what I want but I'm not sure how to use it to get my result.  Any help would be greatly appreciated!


PlayMaker Help / ArrayListGetNext Error: Proxy is Null Issue[SOLVED]
« on: November 11, 2018, 05:00:54 AM »
Hey guys

I've been banging my head on this error and I'm not sure whats causing it to trip up.

Without going into to much of what the FSM is doing (As its pretty complicated now) I tried to do a work around since I can't find a cause.  I place a Array List Exist action above the Get Next action but I STILL get this error.  The Exist action fires off the Does Exist even but then imminently after tells me the proxy is NULL?  Odd still is if I play the scene after I get the error the Get Next action runs perfect fine. It is as if its out of sync by a frame or something silly like that.  I'm completely stumped on this one and I'm hoping its just something simple I'm missing or someone knows a workaround/cause of it.


PlayMaker Help / Get Agent Remaining Distance Issue
« on: September 23, 2018, 03:58:21 AM »
Hey guys

I've been having this issue when using this action in Playmaker.  I'll set the Agent Destination and under will have the Get Agent Remaining Distance.  Problem is that Remaining Distance always returns 0 firing off my finish pathing event right away. 

I did some research and it looks like it has something to do with the path still calculating when you do the check causing it to think the distance is 0.  I've seen a few people say they fix it but I can't seem to find an action in the ecosystem with the fix and I'm no coder so can't edit it myself.  I've made a simple workaround having a Wait action in there but this isn't ideal.

Is anyone able to help me locate this fix action or guide me to the right spot on how to fix it.


PlayMaker Help / Canvas and Mouse Pick Issue [SOLVED]
« on: August 28, 2018, 04:22:45 AM »
Hey guys,

Got another problem I'm hoping someone can help with.  I'm using the Canvas for my UI currently.  What I'm trying to do is when the player clicks on the screen, a mouse pick action plays.  I have only 1 layer on the filter for UI (Which is what the Canvas is in) with a Bool to go true if it clicks on the UI.  Trouble is, the pick mouse doesn't seem to ever register it clicked on the canvas at all.  Is there an Action I'm missing or something I'm doing wrong?


PlayMaker Help / Array List Get Next Issue [SOLVED]
« on: August 26, 2018, 01:26:56 AM »
Hey all,

I've been having this issue with this action and I'm hoping I can find some help here.

What I have is 5 inactive buttons on my screen all in an Array.  When I select a unit,I have an Array List Get Next action to grab the first button.  Right below that action is a simple check if its activated or not.  If not the action repeats until an inactive button is found. I have everything working correctly but one issue I can't solve.  Every time I select and deselect a unit, the next time I select them again the second button activates rather then the first again.  This continues to the third and forth button as I select and deselect the units.

I found a Reset setting on the get next action and tried setting that to true to force it to start from the beginning of the array again but it just doesn't seem to work.

Does anyone have any ideas what I'm doing wrong?


PlayMaker Help / RTS UI Issue
« on: July 21, 2018, 02:35:36 AM »
Hey guys,

I ran into an issue I'm not quite sure how to work around and was hoping for some help or guidance with this issue.

I'm trying to make a RTS UI where the player can select the unit and their stats/picture/skill buttons all appear on the UI.  I have this working but I'm running into the issue of having multiple different type of units selected.  What I want to make is when the player selects multiple different units, that units icon appears in place of their picture on the UI along with any other different type of unit selected.  This allows you to switch between the different groups while still having them all selected.

Problem is I'm not quite sure how to do it efficiently. I'm currently making preset buttons that just activate/deactivate accordingly to the selection but that is just a work around. What I want is to make an array and use that to fill in the UI as you select more units.

Any help would be greatly appreciated.


PlayMaker Help / [SOLVED] A Click and Drag box.
« on: May 24, 2018, 05:31:26 AM »
Hey everyone.

Hoping to get some help again here.  Basically I just need to be able to click and drag to make a selection box to select everything from within.  I got ideas on how to make it all work except for the actual drag box.  My first idea was to make a simple semi transparent cube with a collision box on it.  When you click down it spawns the cube and then  extends by following the mouse.  Problem is I don't know how to do that and I can't seem to find anything when searching the web (that solved it at least).  Can someone let me know if I'm on a good track or point me in the right direction?

Thanks so much!

PlayMaker Help / Path Finding Issues [SOLVED]
« on: May 20, 2018, 05:26:06 AM »
Hey everyone!

I'm having a hard time finding a solution to this one and was hoping for some help/guidance on it.  My issue is currently I have AI that when spawned, they will actively seek out a job. (Find a farm to get food, or lumber mill for Wood ect.)  Once they get hungry or tired, they will return home to refill and back to work they go.  Everything is working currently but the issue is pathing.  Since objects are dynamically placed in the world, I can't Bake the scene (That I know of) each time a new building is placed/destroyed.  I only have a simply Move to action to get the job done currently but that tends to lead to "wall humping"until they get around any object in their path.  Would anyone have any idea or direction I should look into this?


PlayMaker Help / Creating new Object without Children
« on: April 28, 2018, 11:20:55 PM »
Hey all,

I got a dumb question I'm hoping someone can answer for me.  I know its probably a simple problem but I just can't see what I'm doing wrong. 

Basically over time the hut spawns enemies and parents those enemies to the hut.  Once the hut remains for X amount of time, it will produce another hut randomly around it.  Problem is that when I use a create action for the hut prefab, it clones all the enemies the previous hut spawned.  I'm not sure what is causing this as I'm only using the prefab to create the object that has no children.  Has anyone got any ideas what is doing this?

Edit: Looking into this a bit more, it seems that the hut is spawning the prefab in the editor but as soon as I launch the game it switching to the hut in the scene?  I'm just getting more and more confused by this now but any help would be very welcome.

Edit 2: It seems like there is an issue or bug with prefabs trying to create themselves maybe?  I made 2 different named Prefabs that spawn each other but have the exact same function and now seems to be working perfectly.  Looks like this is just a little workaround the issue I found. 


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