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Messages - Athin

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Action Requests / Re: Array List Enable Events Sent Local
« on: August 16, 2020, 02:34:23 AM »
Hey Jean,

Sorry for the late reply.  Just tried playing with this today and doesn't seem to work for me.  I did a few different test and it just seems like its not quite working.

I made a simple Empty GO Cube and had it create a GO.  It then added it into an array that was also on that GO Cube.  Another FSM on the Cube would listen for the "Add" Event from the Cubes Array events.  I also made a GO Sphere that simply had a listening state waiting for the "Add" event too for testing.

If I make the Event itself Local only, it never seems to fire off the event on either GO listening for it.  If I make it a Global event then BOTH the Sphere and Cube fire off.  The Local Only was always ticked on the Array.

Still appears to need a tinker with the code.

P.S. Are there plans for Playmaker 2.0 coming? That would be a bit exciting to look forward to.


Action Requests / Re: Array List Enable Events Sent Local
« on: July 22, 2020, 02:31:38 AM »
Heya Jean,

All good buddy. Time gets away from all of us time to time ;)

Let me know once the change is made once you can get around to it.


Action Requests / Re: Array List Enable Events Sent Local
« on: July 16, 2020, 02:23:38 AM »
Hey Jean,

Not sure what time zone you're in but its Thursday here in Australia today :).  Giving a bump here.


Action Requests / Re: Array List Enable Events Sent Local
« on: July 10, 2020, 03:25:43 AM »
Hey Jean,

Any news on the update or a time when it will be place in?  Waiting for the update to continue with my system basically.


Action Requests / Re: Array List Enable Events Sent Local
« on: July 04, 2020, 06:55:57 AM »
Hey Jean,

Awesome!  Will look forward for that update


Action Requests / Array List Enable Events Sent Local
« on: July 01, 2020, 06:22:08 AM »

I was wondering if it was possible to make the Array list events (Add, Set, Remove) events to only fire off locally on the GO its on.  Currently they fire off globally to all FSM.  An option to fire off for a certain FSM/ All GO FSM/ or Globally would be ideal.

I have some prefabs with pre-set events on them.  Once one of those Prefab have their array changed, it fires off the event for all of the prefabs in the game.


PlayMaker Help / Re: Array List Enable Events Sent Globally?
« on: July 01, 2020, 06:14:12 AM »

Yeah I'll ask to see if it can be changed.

My issue is that I had prefabs with set events on their arrays.  I thought they only applied to the GO it was on and built a system to work that way.  Will have to re-design it another way now.

Thanks to at least confirm that its just not me losing my mind :)

PlayMaker Help / Re: Array List Enable Events Sent Globally?
« on: June 30, 2020, 03:43:05 AM »

I just did a simple test with this and it doesn't seem to be the case. Made one empty game object with an array list on it with an Add event "Testing".  A simple FSM action to add itself to the array in the same game object.  Had another game object just listening for the Testing event and it does seem to trigger off of the first game object adding itself to the array.

Now my question is, is that intended and if so is there a way to localize it? 


PlayMaker Help / Re: 2D Enemy AI Shooting Looping
« on: June 29, 2020, 03:15:05 AM »

Looking at it, order of logic seems to be the problem.  You may need a separate state to test the distance of the enemy and if it is within range still, skip straight to the attack FSM. 

Hard to tell in the gif but I'm guessing its taking a step forward first and then checking if its in range making that stutter step issue.

PlayMaker Help / Array List Enable Events Sent Globally?
« on: June 29, 2020, 02:34:59 AM »
Heya all,

Simple question here.  I got an array list with events on it but I was wondering if those events are fired off globally to all FSM or only the object it is attached to?  If it is globally, is there a way to localize it to only the game object it is on?


PlayMaker Help / Re: is there a action that...
« on: June 29, 2020, 02:30:15 AM »

What I think you want is a Float Smooth Damp Angle action.

Have the first state as the "Resting" position listening for turn input.  While in the resting state, have a Get Rotation action grabbing the current Z angle (Or whatever angle you're working off of) and set the Float Smooth Damp Angle to the resting rotation. After that, place a Set Rotation action every frame to the float smooth damp angle.

Simple copy and paste that for turning left/right with different Z values to get the "turning effect".  Will need to adjust the smooth time for whatever your taste is but should get you going at least.

PlayMaker Help / Re: Destroy object/kill enemy
« on: June 29, 2020, 02:14:55 AM »

Simple collision boxes can do this.  Have one above the head of the enemy for the "Kill shot".  Then have one more that covers the rest of the enemy for the enemies attack.  Make a trigger event to fire off as soon as one is touch and do whatever you want it to do.

From there, you can play different animations depending on what got hit.

FYI depending on how much you got destroying/creating then pooling maybe something to look into.


I'd simply add an FSM to each function you want. 

One to Control movement, one to control rotation and the last to control shooting.

Should be a fair straight forward approached to it if its just simple design.

PlayMaker Help / Re: How to check if an object is upside down?
« on: May 25, 2020, 08:31:12 AM »

Rotation would be the best bet I can think for this.  Simply just grab the rotation at the start and then check when it moves if it equals original +180 (-180 in case it goes the other way as well).

PlayMaker Help / Re: Send Event Failing to Send
« on: May 25, 2020, 06:35:45 AM »

Here is my FSM.

The Send event on Find Rally point state is disabled in the pic but is copy over to State 1 and works perfectly fine there.  If I try to run it at the Find Rally Point, it fails to send for whatever reason.

Basically the FSM is waiting for the unit to get drafted.  Once drafted, it will find the armory and equip itself with whatever the player picked.  Once it is fully equipped, it will head to the rally point in a certain formation. 

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