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Topics - TonkRogerio

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General Discussion / Pooly alternative
« on: May 20, 2019, 04:31:49 PM »
I'm not sure if there is a better place to post this, but I couldn't find it.

So I've recently updated unity and my project, and when it came down to reinstalling pooly, well it looks like it's been abandoned and it doesn't work. lots and lots of errors. I had a lot of work around pooly that is just all messed up atm, i'm wondering if anyone else has had this problem and if they know of a good alternative that is still being updated and that I could easily swap in to fix this problem. (Basically just swap pooly actions with w/e actions and hopefully I could get back on track).

Thanx in advance and sorry if there is a better place to post this in.

I'm getting these 3 errors when I install ecosystem and ecosystem doesn't show up.
Guessing it doesn't show up because of the errors but no idea how to solve the errors.
I've got ecosystem from the download site, should be v.6.5, playmaker is latest version from unity store, unity version is 2019.1.2f1

The three errors are as follows(pic at the end):-

1:- "Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(637,75): error CS0619: 'EventType.repaint' is obsolete: 'Use Repaint instead (UnityUpgradable) -> Repaint'"

"Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(927,30): error CS0619: 'EventType.mouseDown' is obsolete: 'Use MouseDown instead (UnityUpgradable) -> MouseDown'"

"Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(2244,75): error CS0619: 'EventType.repaint' is obsolete: 'Use Repaint instead (UnityUpgradable) -> Repaint'"

PlayMaker Help / Translate in real time
« on: October 04, 2018, 06:51:55 PM »
How do I translate in real time? is there a custom action for it? I've got a time manipulation mechanic in my game and it stops me from moving the camera whenever the game is paused. also at faster speeds it moves the camera faster. I could make it so the time manipulation works with a variable that changes the speed of all the other objects but that's a lot of work when I could just press "real time" on the camera translate instead.

Thanks in advance.

(PENDING SOLVED(Ignore this part for now)) Jean was kind enough to add it to a downloadable action called "Translate Advanced" find it in the ecosystem in playmaker and download it. The fix is that it now contains a "real time" option.

PlayMaker Help / Polling solution
« on: August 22, 2017, 09:57:30 AM »
I'm not that versed in pooling and I'm not sure if I can post here about this but I'm just looking for advice on what polling solution to buy if possible.

I'm under the impression that polling works as follows. you poll like 6 items for example and those 6 items get used instead of the engine creating new items or w/e. I get that but the problem i have is that the items i'm looking to poll will have stats. think of a menu for example. would polling be useful for scroll view? Because I'm getting a lot of lag in scroll view.
But then the menu pieces need to have data and keep that data every-time the menu is opened again. how will that work if the same 6 items are polled?

Any help here is greatly appreciated. I've looked at some assets in the asset store but I'd rather know exactly how they will help me with my specific problem before I spend my money and realise it might not even work or something.

thanks again.

PlayMaker Help / How exactly do state machines work?
« on: May 24, 2017, 04:49:41 PM »
I'm going to provide an example because I'm not really sure how to ask this question.

I have a spawner and that spawner creates named troops.
I have a manager game object that generates names based on certain specifics about the troops like race for example in an rpg game.
I have the "troop" prefab spawn with the ability to tag itself into a "self" variable and it is given the manager game object by it's spawner. So no problems there.
The troop passes it's "self" variable to the manager so it can start generating a name for itself, then the manager gets the name back to the troop.
The potential problem might come when two "troops" are both targeting the same manager. I'm not really sure if I need to create some sort of queue system in the manager or what. I'm not really sure how this is handled at all within the engine as I'm not really a programmer.

Any help getting me to understand this better would be very appreciated. At the moment I'm thinking of a queue system where the manager checks if the game object variable is null or if it has something. if it has something then it puts it into an array. it would be easier if I could just add to an array from another fsm but I can't as far as I know. Was easier with the downloadable arrays to be honest. but even if I decide to download them and use them instead of the ones that come with playmaker now, I'd still like to know how this mechanism works. if the state machine is a single item or if it creates a new manager whenever it gets called from another object.

I'm not really sure if any of this is making sense. Maybe programmers know exactly what I'm on about, maybe not lol. I don't know. any help is appreciated though.

PlayMaker Bug Reporting / sphere of influence
« on: December 08, 2013, 06:40:14 AM »
How would I go about creating a sphere of influence much like the ones in endless space. They need to be able to push each other as well like if city A becomes more influential than city B and they are touching borders, then city A's borders will start pushing city B's borders.

Like this-

PlayMaker Help / Playmaker inventory question
« on: May 17, 2013, 07:51:45 AM »
I am rather new to playmkaer. I have been working with it for only about 2 weeks. I am also not a programmer, far from it. But I do understand programming logic, so it isn't as if I'm going into this with no knowledge at all.

My question is:-

What would be the best way of creating an item that can be upgradeable?
If you remember final fantasy 7's materia system, then you will know what I mean.

I want a sword to be able to be customized with modules that will stay with the sword until removed or swapped for other modules. I know how to do this in a complicated fashion of just having a heck of a load of transitions on the sword and changing the variables depending on what module is placed on a certain slot, but I am wondering if there isn't a simpler way.

I thought of adding children (modules) to the parent (Sword). So I would create the modules as prefabs and summon them in game when a player places a module on the upgrade screen. This would be my favorite way but I am not sure how to do this. I would know how to do it, but I wouldn't know how to make the children affect the variables of the parent.

Another way I thought would be to use a database. I am not even sure how I would do this do. I wouldn't know which database to buy from the unity asset store or how it would integrate with playmaker.

Any help on this will be welcome. Please keep in mind that I can't program though.

Thank you for your time and I hope you can help me.

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