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Messages - krmko

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61
PlayMaker Help / Re: Cycling through resolutions in array list [SOLVED]
« on: February 18, 2019, 02:20:21 AM »
Ah, i got it. I get the current resolution, compare it with resolution from the array, get the index and then get next/previous from that index.

62
PlayMaker Help / Cycling through resolutions in array list [SOLVED]
« on: February 18, 2019, 12:42:16 AM »
Hi guys,

when i fire up the game, i get the screen height and width and save it into vector3 as a current resolution variable, which is then set as a string that will show up in the video menu when i go into it. Now, i've got a vector3 arraylist of resolutions, how can i iterate through the array by using the current resolution as an index that will be used as a pointer to get next or previous resolution from the array?

63
PlayMaker Help / Re: Question about FsmVar [SOLVED]
« on: February 16, 2019, 10:51:58 AM »
Works when i use setgameobject then use that variable. Thanks Jean!

64
PlayMaker Help / Re: Reward screen
« on: February 12, 2019, 02:49:02 AM »
I can post few images, but in a few days when i find the time.

Place the object that will hold the array/hash list with data in the starting scene and put don't destroy on load on it. That way it will permanently stay between scenes so you can easily fill it with data and load data from it without having to use global variables.

65
PlayMaker Help / Re: Reward screen
« on: February 11, 2019, 02:00:25 AM »
Save them to hash table and have the scene display it.

Keys in the hash table will be level numbers and values will be trophies. Or an array, index 0 will be level 1 and so on.

66
PlayMaker Help / Re: Question about FsmVar
« on: February 11, 2019, 01:48:03 AM »
Ok, i've sent it again.

67
PlayMaker Help / Re: Create object advanced action issue [SOLVED]
« on: February 10, 2019, 05:17:47 AM »
Solved, human error.

68
PlayMaker Help / Re: Question about FsmVar
« on: February 09, 2019, 05:04:36 PM »
Any news on this one? I'll try modifying the action to get random gameobject from array list.

69
PlayMaker Help / Create object advanced action issue [SOLVED]
« on: February 09, 2019, 09:25:02 AM »
Whatever i do, objects are being instantiated at z=1 position. Prefabs have z=0, they do not instantiate parented, object that instantiates them is at z=0.

Settings are world position stays = checked, set active = checked. I tried overriding  the position with z=-1, but it still spawns at z=1.

Any ideas?

70
PlayMaker Help / Re: Question about FsmVar
« on: February 06, 2019, 12:36:05 AM »
Hi Jean,

check pm.

71
PlayMaker Help / Re: Question about FsmVar
« on: February 05, 2019, 05:45:28 AM »
Waiting for a frame does not solve it unfortunately.

CGK action for spawning uses FsmGameObject as a reference.

Code: [Select]
prefabToSpawn = new FsmGameObject();
So, what should i do with FsmVar to use it as an FsmGameObject?


72
General Discussion / Re: Set camera to slow motion
« on: February 04, 2019, 11:05:18 PM »
Chronos is really dope, i recommend you to avoid wasting time and get the asset.

73
General Discussion / Re: how many FSMs can be active at the same time???
« on: February 04, 2019, 11:03:18 PM »
@ Djay and Alex

It works, it actually needed a lot of time to load i guess.

74
PlayMaker Help / Re: Copy ArrayList runtime content
« on: February 04, 2019, 12:13:55 PM »
Hey guys, i've got a similar issue but it has been overlooked, please check it out: https://hutonggames.com/playmakerforum/index.php?topic=19776.msg86501#msg86501

75
PlayMaker Help / Question about FsmVar
« on: February 04, 2019, 12:11:25 PM »
Hi guys,

I have an issue, but i need to know how some things work to know how to solve it.

I'm using get array list random to get a random GameObject from array list. Now, when  i instantiate that object with Create Object Advanced it's ok, but when i use Core Game Kit and set the GameObject to spawn it spawns the wrong thing.

I suppose FsmVar is changeable variable that sets its type depending on the type of variable in the action by using PlayMakerUtils.ApplyValueToFsmVar, but why doesn't it work in things like Core Game Kit?

I'll dig up the code to the action of CGK to see how it's handled there, but isn't FsmVar automatically converted to GameObject variable in the Get Array List Random action?

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