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Topics - Fletch

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PlayMaker Help / BUG - Photon View RPC Broadcast FSM Event To Player
« on: July 24, 2013, 11:37:42 AM »
Alright, I've been messing with this now for over a week and have a few things to report.

I've actually got the Event To Player to fire but only when the action that is catching the event is on the same object.  That seems like an error to me but whatever.

The next issue, and the biggest one in my opinion, is when you do manage to get the thing to fire correctly, it doesn't send the right game object that it was fired from.  I'm catching the event with a Get Event Info, where I'm capturing the Game Object and a string that was sent when the event was broadcast to the player.  It sends the string fine but then gives me a game object which I know for a fact didn't send the message.  In fact, I can turn off the FSM which the Get Event Info says is sending the message and then it just gives me some other game object. 

When I use the exact same Get Event Info with the Photon View RPC Broadcast FSM Event to all players then the correct game object is delivered.

This then leads me to believe that there must be something buggy about the To Players version of the Photon RPC Broadcast.

I used the Chat Users List FSM as the model for mine and the difference was that in the Get Event Info, the chat never looks to see what game object sent it.  So as a test, I decided to create a phony game object variable and plug it into the Get Event Info within the chat FSM and sure enough, it's saying the event was fired off by some random game object.  This would indicate that the Photon View RPC Broadcast FSM Event To Player has a bug in it.  Cost me a week to figure it out.   :'(

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Action Requests / Find Game Object From ID
« on: July 23, 2013, 03:59:25 PM »
It would be nice to be able to find a game object by it's ID number in the game.  No way to do this currently

3
PlayMaker Help / Photon Pickup Manager
« on: July 16, 2013, 08:54:52 AM »
Okay, I've had a breakthrough over the last 24 hours with the whole Photon/Multi-Player thing.  I've got a lot of it figured out but before I begin this next step, I'd like a little confirmation or direction.

I now have characters running around picking up gold, chatting, AI chasing them and causing damage to their hit points.  I've got footstep sounds, Dynamic cameras that change positions dependent on what the character is doing and a few other fun things.

I now need to implement a gold pickup manager.  What I have currently are gold prefabs that spawn in at specific points when a new player enters the game.  What I need is a gold spawning manager that finds random locations and spawns in gold after a specified period of time.

The problem with this is that if I create a new game object in the player hierarchy then have it handle the spawning, when a new player comes in more gold spawning will begin... rinse and repeat for every player. 

My plan is to make the Spawn Manager off by default and when the Master Player creates the room, turn their Spawn Manager on.  So, if you're the Master Player it will turn your Spawn Manager on.  Is this a good method?  Just wondering what the standard practice is here.

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PlayMaker Help / Photon Network Get Player Custom Property
« on: July 13, 2013, 12:58:11 PM »
There is a Photon Network Set Player Custom Property.

Why isn't there a Photon Network Get Player Custom Property?

Or am I missing something?

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PlayMaker Help / Triggers On Footsteps[SOLVED]
« on: July 12, 2013, 10:42:18 AM »
Okay, why does everything have to be so hard?  I really thought this one would be simple... it was actually simple in code but for some reason not so here.

I'm just looking to add footstep sounds to a character... simple, right?  I've done this in code so I thought it would be pretty easy. 

First, I place a sphere at the heel of each of my character's feet.  Set them as triggers.

Now I place an FSM on each of those triggers.  Within those FSMs I have Trigger Event set to On Enter.  When triggered it moves to the second state that generates a random number for the pitch.  The third state sets that pitch and plays the sound.

Bingo!  It works, right?  Well, sort of.  For some unknown reason it's only triggering the sound as the foot comes away from the terrain.

So I set it to look at tags.  I change the terrain to Grass tag and make the FSM Trigger Event fire only when it collides with an object tagged, Grass.

That should do it, right?

Well, not exactly.  Still firing only when the foot comes off the terrain.

What's going on here?

I've learned that it is typically something very small that I've overlooked.

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PlayMaker Help / Level Change in Photon Multi-Player
« on: July 11, 2013, 12:02:59 PM »
I'm at a point now where adding new levels to my multi-player game is a must. 

However, now that I'm sitting here looking at a blank FSM I'm realizing I don't know how to do this?  How is a new scene treated in the Photon world?  It's in the same room but it's a new scene within that room.  Am I over thinking this?

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PlayMaker Help / Best Practices for Name Tags on Players
« on: July 09, 2013, 01:16:04 PM »
I'm making a photon networked game and would like each character to have a name tag above their character.  What is the best method for doing this in Playmaker?

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PlayMaker Help / Missing PlayMaker Photon Game Object Proxy
« on: July 08, 2013, 04:40:59 PM »
I'm creating a game that has a sun which rotates around the game. 

I've used the Photon Demo as a simple platform from which to further develop.

It's all working really well at this point but when I start the game I get this error in the console.

"Missing PlaymakerPhotonGameObjectProxy on GameObject 'Sun' with FSM 'Rotate Sun' containing variables suppose to be synched over the network."

I looked in the Photon section of actions but I don't see a PlaymakerPhotonGameObjectProxy.  What is going on here?

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PlayMaker Help / Photon Players HUD Same As Owner
« on: June 22, 2013, 10:14:58 AM »
I know I'm doing something wrong here.  If I had a little guidance I think I could figure it out.

Here's what's happening.

I've started a networked game with Photon and it's working great... for the most part. 

Once I had people running around I decided to start adding in some things like, prefab pickups for money.  Sounds simple, right?  Well, it would be if it were a single player game.  Unfortunately for me, I haven't quite figured out the nuances of network games and the photon server because what I have is a HUD that displays the current amount of gold.  When someone picks it up, it increases their gold by 1.  The bad part is that everyone else's gold just increased by 1 as well.  What ever 1 player does, the others all see.

The same is true of an inventory button that just pops a gui box.  When one person presses theirs, all the other players see it.

How do you target the player and update only their information?

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PlayMaker Help / Photon Demo Chat List
« on: June 21, 2013, 11:53:30 AM »
I've been messing around with the chat function on the photon demo for about a week now.  It's quite a nice little system.  I'm having a few issues that perhaps someone can walk me through.

I'm trying to make the user list of people in the room flow vertically rather than horizontally.  I've read just about everything there is to read on the subject.  I've looked at the corner pinning demo and it works nicely.  But when it comes to those buttons which come with Photon GUILayout ToolBarWith Players, those things refuse to line up vertically.  could someone double check me and make sure I'm not smoking something?

Next, I'm unclear as to how the messages can be cleared.  I can clear them by changing the variable to "" and pushing that up, but it cleared out everyone's chat all at the same time.  How would this be done in Playmaker?

Anyone?

11
PlayMaker Help / Sun & Skybox Blending Over Time
« on: June 20, 2013, 08:10:46 AM »
I'm trying to make a skybox and a sun change over time.

I've got the sun going round my scene, which effectively simulates the sun rising and falling, but I'm looking for a little guidance for making the sun intensity and color change over time. 

The next step is to get two light boxes, (day and night) to blend so that the sky becomes dark at night and light in the day.  Profound, I know.

What is the basic outline of how this might be done?

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I'm still very new to PlayMaker but I'm really liking it.  I just have to get my head around a few differences between code and this new FSM style machines.

I have the MainCamera as a child inside an empty gameObject.

No players have been instantiated yet.

Then, when you begin the game it instantiates a player prefab.

I then want the empty gameObject with the camera, to be set parented into the player prefab.

Can someone help me with how this can and should be done?

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PlayMaker Help / PhotonNetwork.destory()
« on: June 12, 2013, 09:03:01 AM »
I'm looking to destroy player pickups on the network, what is the best practice of doing so?  In code it would be PhotonNetwork.destory

What is the best way to call this action from inside PlayMaker? 

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PlayMaker Help / Photon Demo Destroys Players
« on: June 08, 2013, 02:06:39 PM »
It's taken quite a bit of work but I got the Photon/PlayMaker DemoWorker scene working.  First let me just say that I find it amazing that Playmaker is capable of this type of complication.  I'm very impressed.

That being said, I get no errors when I run it and and others can connect and run around.  It's really slick.  But any new player joining the fun can't see any of the players who came before them.  The first player in will see everyone.  So somewhere there is code that is destroying all the player objects when a person enters the game.

Here is the Warning message I get.  I get one for each player that it destroys when the person enters the room.  It only destroys them for their client machine though.  To everyone else they're still there running around.

OnDestroy for PhotonView View (0)1001 on Player : Guest 3009  but GO is still in instantiatedObjects. instantiationId: 1001. Use PhotonNetwork.Destroy(). Loading new scene caused this.
UnityEngine.Debug:LogWarning(Object)
PhotonView:OnDestroy() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/Extension/PhotonView.cs:189)

And the last thing is just an annoyance that can be fixed pretty easily.  The chat input box doesn't clear after sending a message.

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PlayMaker Help / Turning on/off GUI Layout Area
« on: June 06, 2013, 04:24:44 PM »
I have a GUI Area that I want to be visible when I press a GUI button and then be invisible when I click the button again. 

I know it's simple but what's the best method in Playmaker for this simple switch?

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