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Messages - Roger Lee

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PlayMaker Tips & Tricks / Re: PlayMaker stats
« on: February 14, 2016, 10:30:59 AM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)

Pre-release Discussion / Re: Is this feature possible in the future?
« on: January 03, 2016, 06:11:31 PM »
You can also use the Selection Toolbar popup to quickly select FSMs on a GameObject:

Yeah I will just have to train myself not to immediately go to the inspector.  I may find that difficult to do   :)

Pre-release Discussion / Re: Is this feature possible in the future?
« on: December 20, 2015, 02:47:58 PM »
Thanks Alex.  Anyway to quickly identify the FSM name would be a great addition.   

I'll keep the faith alive...  :)

Pre-release Discussion / Is this feature possible in the future?
« on: December 20, 2015, 09:58:37 AM »

I love Playmaker, but there is one little thing that still makes it cumbersome for me.  Would it be possible in a future update to be able to see the name of the FSM, in the inspector, while all the components for a game object are minimized?

It's very cumbersome when you have many FSM's on a game object to figure out which FSM to roll out for editing. Even a simple tool tip over an FSM would be great.

I have attached a pic to illustrate how you can't tell what is what at times.

PlayMaker Bug Reporting / Re: 5.3 Playmaker Welcome Window woes
« on: December 20, 2015, 09:47:14 AM »
So actually you can't just delete PlayMakerWelcomeWindow.cs without errors.

Instead replace it with the attached file.

Thank you Alex, that worked perfectly!!

PlayMaker Bug Reporting / 5.3 Playmaker Welcome Window woes
« on: December 19, 2015, 10:33:21 AM »

I have an issue with 1.8.0   Every time I press the edit button on an FSM the Playmaker Welcome Window pops up, even when the "show at startup" check box is unchecked.   :-\

It's driving me nuts to have to close that window every time I want to edit an FSM.  Is there a way I can permanently keep that window closed?  Even if I have to delete it?   ;)


Windows7 x64
Unity 5.3

Thank you, I came in here today looking for this very thing!!

Share New Actions / Re: Set float Between (if)
« on: March 24, 2015, 10:50:06 PM »
Thank you!  :)

Share New Actions / Re: cInput Actions
« on: May 31, 2014, 03:08:25 PM »
Thank you so much for this!!

Those who are still having problems with infinite loops you can use the attached GetKeyDown action.  I was having the same problem and I took out the stuff associated with the every frame setting and now it works exactly like the standard Unity version.

I don't think the GetButtonDown is even part of cInput anymore as it's not in the documentation anywhere.

General Discussion / Re: How in depth is playmaker?
« on: April 16, 2014, 10:15:14 PM »
That is part of the problem is a lot of people try and make one huge FSM instead of breaking it into smaller ones.  I turn FSM's on and off all the time during gameplay, no need for the spaghetti monster!!

Work In Progress... / The Unnamed Survival/Hunting Game
« on: March 30, 2014, 08:47:32 PM »
I've finally started to take the time to get my own little game underway. I've been making good progress and everything is coming together nicely. I'm a one man team, but the project is turning out better than I ever expected. I used the Realistic FPS prefab for my player character, but all the game mechanics (including AI) are done in Playmaker.

These two assets have fueled my creativity and I'm finally doing something I always wanted to.  Design and create my own FPS.

If anyone wants to follow what I'm doing you can go to my new Blog at...

Thanks for selling Playmaker!!

I'm having the same problem with the FPSPlayer script from the Realistic FPS Prefab product.  I can access all the other scripts fine, but this single one fails to load any properties when added to a state.  It actually throws up bunch of "failed to load" entries into the debug console.

Without being able to access this script I can't set player hit points for custom made dangers in my environment.

Damn, I should learn how to code!!

I've been working on this problem for three days now and as soon as I post this question I find the solution 10 minutes later!!!

The way I made it work was by inserting a state at the beginning of the radar FSM.  In the state I used a "Get Game Object" action.  For some reason by using this action and then storing the object in my previously setup global variable it worked and the enemy could see my player object.

It just needed to find the gameobject at runtime apparently.

Thanks anyway!!

First off I would like to start by saying I love Playmaker.  I am a amateur Visual Basic programmer and I really don't have the time to dedicate to fully learning C# or Java.  Playmaker is exactly what I needed to play around with some ideas in Unity.

I have gone completely through the AI tutorial from Bad Seed Games and I'm running into one single stumbling block.  I use the Ultimate FPS Camera for my player controller object.  To build an enemy that chases the player I have to reference that object in one of the enemy FSMs.  Everything works perfectly as long as the enemies are setup in the scene hierarchy, but once I make that enemy a prefab for later spawning, it loses the game object that it's intended to chase.  So once I spawn this object again it doesn't know what to attack.

I have tried creating a global variable gameobject and setting my FPS controller to it.  But when I reference that variable on the enemy, it doesn't see it or chase it.  

How is this done in Playmaker?  I can't imagine that it's not possible to spawn a prefab enemy and it know what it needs to attack in the current scene (another prefab).

Thanks in advance and thank you for a wonderful product!!

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