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Messages - artician

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Action Requests / Re: Beat Detection
« on: February 02, 2016, 09:58:27 PM »
I just hopped on here to look for such an action.  @jeanfabre?

PlayMaker Help / Re: NGUI Add Child Issue
« on: September 09, 2015, 07:32:09 AM »
I do not know why this script isn't on the ecosystem, but there are many custom actions that pre-date the ecosystem that you can find on the wiki.  In this particular case I think what you're looking for is here:

Share New Actions / Re: New action AlignTransformUsingProxy
« on: July 31, 2015, 09:01:56 AM »
Don't worry about making any modifications, I was just curious!

I found an alternative that works anyhow, I was just looking for solutions.


Share New Actions / Re: New action AlignTransformUsingProxy
« on: July 30, 2015, 06:46:09 PM »
Hi Jean,
Is there a version of this action that can perform this action over time? I'm not having any luck with vector interpolations or similar actions.

This wasn't always the case, right?  I've always seemed to be able to connect effortlessly in the past. 

Regardless, currently I wait until I receive the Is Connected event before proceeding to a state where a room is joined or created, but the network is telling me I need to wait for OnJoinedLobby or OnConnectedToMaster.

As I understand, joining the lobby is *not* required.  It's only for retrieving lists of rooms, which I do not care about, so I'm going to skip that part.

For OnConnectedToMaster event, I'm using the Is Master Client action and waiting (looping) through the state until it returns as positive, however this never happens.  Is there another method?  There is no OnConnectedToMaster system event that I can find.

Thank you!

Dammit, of course that doesn't work for me.  I deselected Connect to Best Server and the result is the same. 

Does anyone have any more information about this?

PlayMaker Help / Re: DataMaker/XPath
« on: May 17, 2015, 09:28:11 PM »
I am happy to be of service.  :)

PlayMaker Help / Re: DataMaker/XPath
« on: May 15, 2015, 08:30:21 AM »
Awe, man, see..?  This is why I got a tattoo of Jean's portrait on my butt.  He's a hero!

(I didn't really get a tattoo of your portrait, but I've run out of ways to express my thanks).

PlayMaker Help / Re: DataMaker/XPath
« on: May 12, 2015, 09:37:20 AM »
Hi Jean,

May I make a couple of suggestions?

The DataMaker page states this:
ArrayMaker is provided in this package. It features an xml extension to parse xml in hashtables for convenience.

Also, the DataMaker page is actually titled XmlMaker, which adds to the confusion.

Lastly, DataMaker and ArrayMaker are two packages none of my projects go without.  May I suggest bundling them all in one package?  Maybe renaming it to "PlayMaker-CriticalPack", (because really it should be part of the core toolset, it's so useful).

Anyway, thanks for the reply because I didn't have much else I could suggest for Ikmad.

PlayMaker Help / Re: DataMaker/XPath
« on: May 12, 2015, 08:28:37 AM »
Oh jesus, I'm so sorry.  In my attempt to help you I just mixed things up.  Let me start over.

ArrayMaker and dataMaker are not the same, that's my fault.

Just delete the PlayMaker folder and all it's associated folders (be sure to back up any custom actions or templates within).
Then reimport PlayMaker first, then import DataMaker.  Evidently DataMaker includes Arraymaker now (@JeanFabre?) so let's leave ArrayMaker out of the scenario; that was just me getting mixed up myself.

Regardless that should fix any errors you encounter, but please paste any that do popup or mention if they're the same ones above.

PlayMaker Help / Re: DataMaker/XPath
« on: May 12, 2015, 08:02:08 AM »
I'm trying to create a new clean project where I load DataMaker from the beginning and I get these warnings in the attachment. Why are these issues happening? Is DataMaker not updated to Unity 5? How do I overcome them?

Are you importing PlayMaker before you import ArrayMaker?

PlayMaker Help / Re: DataMaker/XPath
« on: May 12, 2015, 08:01:24 AM »
Arraymaker and Datamaker are in the same package, so there's some confusion there as to what you're removing and replacing. 
The problem is an easy fix though:
Unity takes a poop whenever a script throws errors at startup (or in this case, if a script is looking for other components and doesn't find them because they've been removed, or changed).  The Editor immediately stops loading other plugins, which affects the Editor window layout.
The way to fix this is to delete your PlayMaker folders entirely and reimport both PlayMaker, ArrayMaker (which includes DataMaker), and any other PlayMaker add-ons you need. 
Unless you've introduced errors into the PlayMaker code, or there are other errors in your project, that should fix you right up.  Always make backups of your projects!

Share New Actions / Re: [Particle] Particle System Clear
« on: May 03, 2015, 12:26:28 PM »
Hey dudebxl, just wanted to reply and say I'm finding these useful in one of my projects.  Noticed most of your particle actions didn't have replies, so I wanted to let you know I was finding these very useful, and thanks very much for contributing to the community.  :)

PlayMaker Help / Re: non-global Global Events
« on: March 16, 2015, 05:09:02 PM »
Thanks Alex!

PlayMaker Help / Re: non-global Global Events
« on: March 15, 2015, 02:41:53 PM »
Maybe it's just unclear, but you do need to set them to global for them to be used in that manner. Otherwise you must fire them by name.

Could you elaborate on what's unclear to you?  I am sending non-global events between FSMs using Send Event By Action.  This is demonstrably operating in exactly the way the documentation is saying it should not. 

I've actually been using PlayMaker since 2011, so I remember when the Global Event limitation was implemented, (when global Events themselves were introduced), and this was not possible at the time. 

Either this is a bug with Send Event By Name, a unique function or caveat that is not properly documented, or something else.  I'm hoping Alex or Jean can shed some light on the intended functionality.

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