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Messages - Champ

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PlayMaker Help / Re: How exactly do state machines work?
« on: May 26, 2017, 07:33:17 PM »
Managers don't work that great when the spawned objects get it to ask it things whenever it feels like.

I think you're queuing system would work better. I'd make it simplex though.

I'd make the spawned game objects children of another game object.. say "Undefined troops" and then i'd have the manager periodically check the children of "Undefined troops".

Once a child shows up, the manager does all the stuff you want it to do ( i didn't get all the stuff you want to do.. but thats ok ), and then takes that child out and reparents it to another gameobject.. or to root, whatever.

I'd suggest using "get next child 2" with a reset bool so you can force the manager to always check the first child whenever there is one.

I wouldn't bother having the spawned game object talk to the manager for this stuff. Think new employee sitting down waiting for someone to show 'em around the office on their first day.

Hope that helps.

Feature Requests / Re: Find Action Usage
« on: April 05, 2017, 07:26:08 PM »
oouh that's actually really useful for me too.

Thanks tcmeric :]

Feature Requests / Re: Find Action Usage
« on: April 04, 2017, 05:51:26 PM »
if you look up the action in the actions window there's the name of the action and a [number] to the right of it. If you right click the action and goto Find> you'll see a list organised by GameObject:FSM:State. Left clicking on any line will bring up the FSM in the Playmaker window.

You can't access this during Run mode though. To see the [numbers] I usually do a run with the actions tab closed and then look it up in editing mode.

Hope that helps.

The included screenshot has some client info intentionally blurred. got nothing to do with playmaker.

Edit: reworked phrasing to make it clearer

Your programmer might really appreciate scanning through the actions you are using though.

The programmer might have certain preferences and might even want to rework some of the actions you are using, so the action isn't using a slower or more time consuming process to get the thing done.

PlayMaker Help / Re: Detaching children on collision [SOLVED]
« on: January 30, 2017, 09:32:56 PM »
Hey you got it to work, thats whats important :]

PlayMaker Help / Re: Detaching children on collision
« on: January 28, 2017, 05:36:45 PM »
The parent object doesn't need to be despawned on collision. it just needs to not be drawn and not be interactable with the other objects.

Its' renderers and colliders can be turned off for the set period of time needed for the particle effect to finish what you want, then when that's done you can run a despawn self or something. Keeping your prefab intact.

You'd need to remember to turn those thing back on in your initialise state on respawn

I'm pretty sure I read that turning colliders on/off won't mess up the physics engine and force a recalculation. It's only when you mess with the rigibody component that it happens.

General Discussion / Re: A graph of inter-FSM events
« on: December 25, 2016, 07:34:22 PM »
Thanks for the voucher SeldomU.

Looking forward to sitting down and checking this out in my next quiet time :]

Feature Requests / Re: Editor Action Colors
« on: November 05, 2016, 10:35:15 PM »
I can see it working well by combining colour settings with the "Comments" action.

Being able to use colour to soft group a bunch of actions together can work well to split up, sometimes pretty long action sequences residing in the same state. And having a comments action controlling the colour provides a header we can use to ...well comment the logic.

The way I'm seeing it working, is the Comments action can change the colour of all actions below it, until the next Comments action, next frame event action or wait action.

I think only the action title should have the colour change, not the background, so to avoid legibility issues.

I have concerns about having different colours based on the category the action belongs to, as i often use actions from a bunch of different categories to achieve a result, and it will just become a rainbow of colours, while still keeping the logic blocks hidden.

Edit 1: attached some mockup images

Actually after mocking it up, having the action backgrounds change colour as well, doesn't look too bad

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