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Messages - homeworld

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PlayMaker Help / Re: How to control tons of instantiated buttons
« on: December 16, 2018, 08:33:39 AM »
I updated and it works! Perfect, this is exactly what i needed!

You're right that i shouldn't update, but i really wanted the nested prefabs in 2018.3. I'll probably stick to this version till the end of my project!

Thanks again!

edit: those buttons in action!

PlayMaker Help / Re: How to control tons of instantiated buttons
« on: December 14, 2018, 09:41:56 AM »
Hi Djaydino! Thank you again for the help!

I've made it so my button gameobjects are added to an array of gameobjects, but i can't seem to get the action to actually listen to the button presses. Did i misunderstand how it works? I've attached a pic with my array, action, as well as one of those button gameobjects, in case i got something wrong there!

I'm on unity 2018.3 (non-beta), as well as latest non-beta playmaker. Thanks again!

PlayMaker Help / How to control tons of instantiated buttons [SOLVED]
« on: December 13, 2018, 03:37:40 PM »
Hi! I'm making some sort of basic weird inventory, so i'm instantiating tons of buttons; the buttons have a bunch of info in them (in an arraylist), but i'd rather avoid putting an individual FSM on each, since i'm already using tons of FSMs throughout the project.

What's the best way to make the instantiated buttons communicate with a manager FSM in the scene? I've tried a playmaker event proxy, as well as an onclick event on the button, but they can't keep their connection in prefab form. It'd be ideal if i could point it to a playmaker global gameobject variable from the inspector, but i doubt that's possible!

Couldn't seem to find any tips for this in the forum search, although it seems like it'd be a common problem. Sorry if this is very basic! Thank you for reading!

PlayMaker Help / Re: Hashtable get texture just won't work [SOLVED]
« on: December 12, 2018, 01:33:14 PM »
Thanks for the reply djaydino! Sorry for the late response, i fell sick with food poisoning over the last two days and i could barely get out of bed

Everything seemed to be updated, and i fiddled it for awhile based on your suggestions until figuring out what the problem was. The hash table proxy was placed on a disabled gameobject, and i didn't realise that the fsm would not be able to pick up anything from that table. Relocating the hash table proxy to an active game object seems to work just fine, both with texture and sprite.

Thank you again for the help!

PlayMaker Help / Hashtable get texture just won't work [SOLVED]
« on: December 09, 2018, 12:09:42 PM »

Hi! As the picture shows, i just cannot get 'hash table get' to pick anything up from my table of textures.

At first i tried sprite, but it seems like 'hashtable get' does not support sprite at all.

Then i switched to textures like in the pic above, but no matter what i did, it'd result in nothing. I tried a 'hash table get type', and it always returns a gameobject for some reason.

I tried all permutations of 'Default', 'Sprite' and 'Editor GUI and legacy GUI' on the texture files, nothing works.


PlayMaker Help / Re: Instanced objects won't send collision events
« on: July 18, 2018, 04:47:05 PM »
I ended up patching it up by giving each spawned room its own fsm that checks collision, and sends an event to the level generator, in order to spawn a different room that will fit better. This was also a very fiddly process considering i'm using multiple delays in order to get that coveted "trigger stay" detected.

I have no idea how the timing on these collision detections work after instantiating them, but i guess i got it working somehow for now!

PlayMaker Help / Re: Instanced objects won't send collision events
« on: July 18, 2018, 01:44:02 PM »
Hi, thanks for reading!! I did stumble across that chart while researching the problem, but unfortunately, my situation is overlapping kinematic rigidbody trigger colliders, which should have technically worked just fine; i'm still looking for a fix, let me know of any further ideas!

PlayMaker Help / Instanced objects won't send collision events
« on: July 18, 2018, 08:45:05 AM »
Hi! I'm making a level generator, and every time the player opens a door, a FSM spawns a new room from an array on the fly, and connects it to that door.

I've gotten the positioning and rotating of the rooms to work just fine, BUT since there's no logic to determine if the new room actually fits, i've added a trigger collision check once the new room is in the correct position, to ensure it doesn't overlap with some other room existing in that location.

This is where my problem shows up: all the rooms have kinematic rigidbodies,  they're all on the same tag, and the trigger event is set to look for that tag, but i can't get the newly instanced room to detect a trigger collision reliably.

I've tried within the same frame, as well as waiting a frame until the collision check, and i've also tried permutations of 'enter' as well as 'stay'. The only scenario where i had success was sending an event with a 1 second delay, and even that fails most of the time.

I've wasted hours and hours on this, and i can't imagine what's stopping my
colliders from triggering. Help would be greatly appreciated!

PlayMaker Help / LERPing continuously
« on: January 02, 2018, 09:42:02 AM »

I'm making a game where the stats of npcs are constantly in motion, so i need some way to constantly lerp ints every frame, indefinitely;

From what i can tell, the currently existing actions in playmaker (Int Interpolate, Float Interpolate, Ease Float) all finish when hitting their target, and the actions that run every frame (Float Lerp) require a third animated float to work.

Any tips on how i could achieve this? I need to constantly have them chase after a target int, and standby for further changes when hitting it! Having a FSM for each individual stat would be highly impractical, as the amount of FSMs would get very high, very fast.

Thanks in advance!

Narrowed it down to the reflected variable not updating for some reason, so the ease action would always ease the previous reflected vector, not the current one; fixed it by adding a next frame event after the reflect calculation. Neat!

Not sure why this happens, but it's a decent fix :)

Hi! I've been trying to make my player character be able to propel off walls, by calculating a reflected vector3 from a raycast and moving the controller in that direction; here's my state:

This works fine, however, every time i change the collider that the player is bouncing off of, it seems to use the information in the previous "bounce", which leads to a bad result; I have no idea why this is happening.

I'm attaching a video of the problem; note that everytime i change collider (go to a different wall), it seems like it's using the previous jump's coordinates.

Any help would be appreciated! Am i doing something wrong?

PlayMaker Help / Re: Reset on disable causing problems
« on: December 22, 2017, 12:23:25 PM »
Very strange;

Indeed, I went ahead and copied the contents of that FSM into a brand new one, and it worked just fine; i guess it must've been corrupted somehow like you said, it's been in the project for a long time!

Anyway, i hope nobody else gets this problem, thanks for helping me with the issue!

PlayMaker Help / Re: Reset on disable causing problems
« on: December 22, 2017, 11:00:43 AM »
The problem is that the state doesn't play even on first run; the uppermost FSM in that screenshot was never disabled!

Thanks for reading though!

PlayMaker Help / Reset on disable causing problems [SOLVED]
« on: December 22, 2017, 10:05:01 AM »
Hi! I've made a system where my enemies are disabling themselves when culled, to save on performance. But to re-enable them when needed, i have to uncheck the 'reset on disable' setting in most FSMs related to them; this causes this to happen:

The FSM just skips past the first few states, and stops at the one that has an "int changed" action for every frame. This is very unexpected, because as far as i'm aware, there's no reason why this should happen, as the "reset on disable" setting shouldn't affect this in any way.

I could make a workaround, but i'm really counting on fsms working as intended, and i'm really unsure why this is happening. I'm running Unity 2017.3.0f2 with the latest Game Maker. I'm attaching a scene illustrating the problem:

 (i hope it works, this is the first time i've exported a unity package)

PlayMaker Help / Re: Mouse Look action not wrapping around 360 degrees!
« on: October 28, 2017, 03:53:47 PM »
Just a quick update in case anyone is reading this at some point, the camera solution shown in this thread: works great and does exactly what i want, so all is good.

Good luck!

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