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Messages - Alex Chouls

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Official Action Updates / Destroy Object (bug fix)
« on: April 12, 2011, 12:56:29 AM »
Delay was broken.

Download and replace DestroyObject.cs in Assets/PlayMaker/Actions/

Share New Actions / Re: FsmBoolTest.cs
« on: April 12, 2011, 12:51:08 AM »
Nice! Combining common actions to reduce busywork is a good strategy...

However, I'd also like to reduce some of the busywork with new features/interfaces.

For example, I'd like to auto convert between types, and have global/shared events and variables. Maybe even be able to specify the target FSM for an event, or variable right next to the event/variable popups.

General Discussion / Re: Updated Wiki Docs
« on: April 12, 2011, 12:43:58 AM »
Will hopefully get the wiki back up to date this week!

Will also look into opening up the wiki a bit more. In the meantime, we might add API Help and Custom Actions Help sections to the forum. Right now the API and custom action topics are lumped in with more general playmaker usage questions...

General Discussion / Re: A few questions before getting PlayMaker
« on: April 12, 2011, 12:40:32 AM »
Another user will need the Playmaker dll to run your project. What is your scenario?

Very nice! I have no objection to this ;) and I think you summed up the pros/cons quite well!

Share New Actions / Re: EZGui Button Invoke
« on: April 12, 2011, 12:30:07 AM »
Very clever! Was thinking about ways to integrate EZGui, but this seems like a cool solution. Might be worth extending so it can (optionally) send an event to an FSM on another game object, so you could have one FSM handle events from multiple buttons... but haven't played with EZGui enough yet to know if this makes sense...

Share New Actions / Re: FloatSubtract
« on: April 12, 2011, 12:21:57 AM »
This is great! I'm excited to see people helping each other out with actions - leaves us with more time to work on core features! ;)

Playmaker Help / Re: consumer of laser "tripped" event?
« on: April 08, 2011, 07:29:35 PM »
I'm on my iPhone right now, but take a look at the Send Event To FSM action in Activate to see the target and event (e.g., send Open event to Door03)

Tripped is (if I remember correctly) only used locally by the Laser FSM.

Within an FSM you can right click on Events and Variables in the event and variable managers to navigate to states that use that event/variable.

Feature Requests / Re: broadcast a event from script
« on: April 08, 2011, 04:56:01 PM »
I'll add this to the API...

In the meantime you should be able to use BroadcastEvent.cs as a starting point to make your own function. You shouldn't need a reference to an FSM component... just iterate through all FSMs and send an event to each one. (Use FSM.FsmList).

Playmaker Help / Re: consumer of laser "tripped" event?
« on: April 08, 2011, 01:56:32 PM »
The Activated state triggered by the tripped event sends an event to another FSM on the door - that FSM opens the door.

This is a common strategy - using multiple simple FSMs that send events to each other. This keeps each FSM simple, and it's more flexible.

EvenData is a static variable - just set it with Fsm.EventData... before sending an event.

Playmaker Help / Re: Adjusting Component properties...
« on: April 07, 2011, 09:16:34 PM »
Right now you have to write a custom action. The custom action is a simple interface to the component. See for an example.

I do want to make particle emitter actions for the next update.

Might also make some kind of custom action wizard for this kind of trivial component access...

This is a strange bug. It only happens on a mac and all I'm doing is responding to Unity's copy/paste commands... I'll look into it, but might have to forward this bug to Unity.

You probably thought of this already, but you can probably recover the scene by removing the custom action script. It will be missing from the FSM, but the rest should be intact...

Can you post your custom action?

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