Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - EpicMcDude

Pages: [1] 2
PlayMaker Help / Re: Inventory with Scriptable Objects
« on: October 10, 2021, 08:15:52 PM »
Maybe this tutorial can help :

it uses id number for items.
you can make a main SO with a List<YourScriptable> (your Orange and other items)
and a List<int> (the id number)

then you need to make a action (SO_GetItem) and find the index on the id list
and you can get the correct scriptable with that index

Hi Djaydino,

Awesome help, that video was quite helpful! Having you go through states literally frame by frame helped me understand this a bit more.

I'm a bit confused with a couple of things since my inventory system is different than yours.

I don't have slots, each item is created at runtime in the inventory as a UI button prefab clone, so I don't know how to get the index of the item the player clicked on?
I also added a new field for my SOs which is the ItemID since you said in the video it's great to use that to communicate with other lists/FSMs. But I don't quite know how to use this ItemID to identify the item I've clicked on either?

Right now my inventory manager is just adding items to the UI inventory and my inventory, like in the image.
Every time I grab an item I send the event AddItem to the inventory manager and also add to the inventory UI object.

Each UI button prefab holds a variable with the SO associated with them, and since they are buttons, I just click on them and send the event UpdateInventoryUI and set the text.
But is possible to do this by getting the index and then the information of the object within that index?


PlayMaker Help / Inventory with Scriptable Objects
« on: October 09, 2021, 02:27:37 PM »

I have 2 custom actions to Get and Set my Scriptable Objects (SO) information onto my FSMs, as well as a variable type definition of my SO.

I'm trying to do an Inventory where when I pick up an item in the world that has the SO variable I set it at, it sends an event preceded by Set Event Data Info with the object type of what my SO it is. (image 1)

But I'm having trouble finding a workflow between SO and hashtables/array list for the Inventory UI.
Each SO has a prefab slot for UI and then that UI prefab has an FSM with the SO variable and is instantiated, so that I can get the stats for each object. (image 2)

But I'm very confused with the SO workflow, the button on image 3 only works for the first item that I click on, when I click on other items the "Set Info" event doesn't fire.

I'm not sure what the proper way to add UI elements based on item pickup is?
Also not sure how to display Scriptable Object info from a list or hashtable.

Share New Actions / Re: BTAGGED actions
« on: September 27, 2021, 02:10:39 PM »
Hey folks,

I realise I'm a bit late to this but I'm the author of BTagged and just wanted to say a big thank you for putting these Actions together.

I confess I don't have familiarity with Playmaker but I am going to ahead and include these actions in the package in the hopes it helps future users.
Many thanks again!

Wow, good stuff! I'm super intrigued by this asset now.

Thanks ch1ky3n!

PlayMaker Help / Is there a Set State action?
« on: August 20, 2021, 08:18:44 PM »
I'm doing a FSM for branching dialogues and, it's gonna have a lot of states.

Currently looking into if it's possible to resume an FSM from where it was using a Set State action without an event? Sort of like the Fsm.GoToPreviousState method but just go to the state with the provided string variable.

I've found the action GoToStateByName.cs by Jean, but it still needs to send events which means I'm looking at dozens of global events to send for each possible dialogue from where the player left off, trying to avoid this as I'm not sure it's healthy for the project.


in the animator transitions look for a velocity greater than 0.1 instead of 0 for example

Hey Dino! I actually have the transition as high as 7, I noticed that anything below 5 gets registered more often.
BUT, there were a couple of times where I've seen it spike to 28 when the object is standing still, which is the maximum magnitude registered with the Get Agent Velocity...

Am I out of luck? I'm not sure how to make it not register the velocity...

I'm trying to setup an animation float parameter with the Agent Velocity, so that if the agent moves than a Run animation will play.

The problem is that the Get Agent Velocity action always returns a value, it's almost never 0 as if the Agent is always moving when he is just standing still.
This also happens with the Get Game Object Speed, where the Speed float always registers a value even when the game object is still.

This causes the animation float parameter to trigger the run animation, so the Player character is constantly jittering with the run animation when standing still.

Is there a way to fix this?

Just tried the action 8) thank you!

... what would be the use case for this action?

in a scene you'd set up a loop to iterate through the X/Z "locations" (doesn't need to be objects in a grid, could get 1 value for a specific location). At each pass through the loop (at the different X/Z) the action returns a normalized value between 0 and 1.

The minecraft-looking terrain scene is (probably) cubes set at a height (Y) multiplied by the Perlin value.

Reasons to use Perlin noise over random numbers is the smooth undulation, and predicatability. Perlin looks organically random but gives consistent values – super-helpful for procedural generation.
More explanation:

Oh that is awesome, thank you for the explanation and the link.

Interesting indeed, but what would be the use case for this action? I'm still quite new to game dev but this action looks useful, i just don't know for what exactly.

Share New Actions / Re: Steamworks.NET BETA
« on: May 30, 2021, 04:00:37 PM »
The dev on their discord channel is of great help, no doubt! I was just there searching about achievements and although he has explained how to set it up, it always involves scripting which I don't know how to do (yet!).

For now, I was able to setup my game with Dino's actions in the OP and managed to set up achievements and unlock them via Playmaker.

If you would still like to explain how to use the Heathen Engineering's asset in greater detail, I'm all for it and I'm sure many other people would be greatly appreciative of you taking the time do so! I may not use it in this project as I managed to have Achievements working, but it would be awesome to have documentation regarding this asset + Playmaker  ;)

Share New Actions / Re: Steamworks.NET BETA
« on: May 30, 2021, 12:22:04 PM »
Actually, i did the achievements the old way and used Steamworks for leaderboards.

What an awesome and extensive post, very much appreciated! I'm assuming those actions you have there are from Djaydino's OP? I haven't downloaded those as I wasn't sure I'd need them with Heathen's Steamworks, but I've just downloaded them and will look into this tonight :). Thank you both!

EDIT: I'm currently looking into this but I can't seem to find the script you have in your post -

You have all the methods you need in the Heathen API, just get the component you need and call the one you need.

It's basically the same.

I would love to do this way since this seems like the easiest way to set achievements with Playmaker, but none of my Heathen.Engineering scripts have the method to get or set an achievement.

EDIT 2: Actually, doing it the old fashioned way without the Heathen Engineering asset seems to be way easier for me personally, as I just can't wrap my head around this asset.

Share New Actions / Re: Steamworks.NET BETA
« on: May 29, 2021, 09:36:25 PM »
Though i really support djaydino for his work, these kinds of things are hard to maintain by one guy working on other stuff too. Just buy heathen engineering steamworks and you're good to go for all things steam related. Support is great too.

Does it work well with Playmaker? Or rather can I use it without knowing code?

Yes and yes.

Hi Krmko,

Wondering if you could help me with this? I'm trying to use the Steamworks Foundation (free version) to unlock achievements but since this is all ScriptableObjects I'm not sure how set this up with Playmaker. I've followed their tutorial videos on how to set it all up and all that jazz, but I can't figure out how to unlock an achievement via Playmaker since I can't call methods from the script.
Can you point me in the right direction?

Here are some other dropdown actions i made for my project, they might be useful for you :)

Thank you so much Djaydino! I can't believe there still aren't any actions for this on the Ecosystem but thankfully you made some.

Share New Actions / Re: Steamworks.NET BETA
« on: April 19, 2021, 05:00:38 PM »
Though i really support djaydino for his work, these kinds of things are hard to maintain by one guy working on other stuff too. Just buy heathen engineering steamworks and you're good to go for all things steam related. Support is great too.

Does it work well with Playmaker? Or rather can I use it without knowing code?

Work In Progress... / Re: Thrash Racer - Banger racing / life sim
« on: April 14, 2021, 07:25:34 AM »
This looks awesome, the physics are super well done.
How are you making the tire marks on the ground? Is this all with Playmaker or are you using some assets to help you?

Hi everyone,

This is my first custom action, I don't know anything about C# but this one works!

I wanted to appropriate the "delay" variable from another action into this String Typewriter action, so that the user can setup a delay for the player to finish reading the sentence, instead of relying on the pause multiplier.

So this just checks if the string is completed, and if so, then the delay kicks in before sending a finished event.

Pages: [1] 2