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Messages - Aaddiction

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1
PlayMaker Help / Help with string/float formatting
« on: May 11, 2020, 09:27:00 AM »
Hello,

I'm making a time manager that measures the difference between two time intervals. Best race lap time vs current lap time. So the time float is sometimes positive and sometimes negative.

When it's negative and I format the float with "{2:D2}:{3:D2}:{4:D3}" it shows 00m:-3s:-5ms. I want the minus (-) to be only in front when converting to string. Example: - 00:03:05, and not 00:-03:-05.

How to do that, I guess format or build string?

2
PlayMaker Help / Re: Meet several conditions before going to state
« on: May 04, 2020, 11:27:52 AM »
Thank you!

3
I'd like to ask for the best approach in the following case.

From state state 1 I want to go to state 2 but only if I have a string with the name "string1" and float that is over "800". Basically && in C#.

How to do that in Playmaker in a single state and combine a string and a float?
To do this:

Code: [Select]
if(x == z && y == z){
     //Do something
     }

4
Thanks a lot, but may be I didn't give the best example.

I also want to get specific information from the currently selected car, like rpm and gear, so it's not only about sending. I want to to receive information without having to attach the same FSM over and over again to each car so I can reference the script on each car.

I want to find this script during runtime and having the control actions on game manger FSM that finds the selected car and that script.

5
Hello,

I'd like to set a variable on a script attached to a game object that is instantiated at runtime. How to do that? It's easy if I have the object at the scene and it's only one object, but I want to be able to set a script on a different object with the same FSM.

Example:
car1 - prefab with script name "car engine" with tag "car"
car2 - prefab with script name "car engine" with tag "car"
car3 - prefab with script name "car engine" with tag "car"

If I drag the "car engine" script from car1, which I put in the scene to an FSM called "car throttle" I can easily set the car throttle variable at run time for this car1.

But I want to access this car throttle variable to the other cars as well with single FSM in the scene.

So I want to do the following:

1. Find game object with tag "car".
2. Store it in a player-car game object.
3. Set car throttle variable in the player car game object in the script "car engine".

How to do point 3 at runtime, given that I can choose any car?

Thank you!

6
Thanks a lot! :)

7
Thanks.

Well, I basically came to two possible approaches.

1. Broadcast a global event called "upgrade1, upgrade2, ..." and it's received from the active car.

2. Send event to the active game object, to and FSM with specific name, which game object is the active car stored in the current active game object from the array.

For the moment, I went with the first option.

8
PlayMaker Help / Change value of different GO from single UI button
« on: March 23, 2020, 10:24:43 AM »
I have a list of cars and I want to be able to upgrade components of those cars. Let's say power.

What would be the best approach to do that where we have one button called "power up" and we want to upgrade the only the current active car in the hierarchy list.

Thank you.

9
Official Action Updates / Re: Playmaker NGUI warning[SOLVED]
« on: October 10, 2019, 10:18:50 AM »
Solved.  :)

10
Official Action Updates / Playmaker NGUI warning[SOLVED]
« on: September 22, 2019, 02:13:25 PM »
I'm using the NGUI addon and I get this warning in all the projects. Would it be please possible to help with cleaning it?

Code: [Select]
Assets\PlayMaker NGUI\Scripts\Editor\NGuiEventsToPlaymakerFsmEventsInspector.cs(72,3): warning CS0618: 'EditorGUIUtility.LookLikeControls()' is obsolete: 'LookLikeControls and LookLikeInspector modes are deprecated.Use EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth to control label and field widths.'

11
Work In Progress... / [GooglePlay] Tap Rocket Launcher
« on: September 18, 2019, 03:13:51 AM »
Hi all,

I'll be happy if you share your feedback on a non-incremental tap game.
I would categorize it as "action tap".

Active during BETA
For unlimited money cheat just open settings and tap the settings icon at the top 10 times. You will hear a sound confirmation.

https://play.google.com/store/apps/details?id=com.gb06.tpr


12
At the bottom of the Tabs area of the Playmaker Editor, you'll find Debug and Hide Unused. Tick Debug to display the values underneath the variables.

Fatigue is getting a tow on me. Thank you!

13
I might be in the wrong here and just had a dream about it, but I think there was an option in playmaker to see what is the value or a given variable changed during playmode state window of playmaker.

For example I am adding 1 to an int and I want to see the value of this int in the same window, just as a log info, instead of going to the global variables tab and search for this specific int.

Is that possible?

14
PlayMaker Bug Reporting / Re: Set number of action slots not working
« on: August 01, 2019, 02:22:13 AM »
Yes, using the latest version. And no, it's not a prefab.

15
PlayMaker Bug Reporting / Set number of action slots not working
« on: July 26, 2019, 09:41:21 AM »
Sorry for the confusing title, but here's the issue - events where you can set number or slots for variables is not working when you click enter, you need to click on or out of the action instead.

Example: send random event - the events field is 3 by default, if I want to set it to 5 I can't by typing 5 and pressing enter. Instead, I need to type 5 and click away or on the action name with the mouse. Then I get the 5 slots for random events.

Happened when updated from Unity 5 to Unity 2018.

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