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Messages - TonkRogerio

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1
General Discussion / Re: Pooly alternative
« on: May 21, 2019, 03:18:38 PM »
Is that something they've actually discussed? if so then when is 2.0 coming out?
I don't keep up with updates as much as I should so any info here is greatly appreciated.

2
General Discussion / Pooly alternative
« on: May 20, 2019, 04:31:49 PM »
I'm not sure if there is a better place to post this, but I couldn't find it.

So I've recently updated unity and my project, and when it came down to reinstalling pooly, well it looks like it's been abandoned and it doesn't work. lots and lots of errors. I had a lot of work around pooly that is just all messed up atm, i'm wondering if anyone else has had this problem and if they know of a good alternative that is still being updated and that I could easily swap in to fix this problem. (Basically just swap pooly actions with w/e actions and hopefully I could get back on track).

Thanx in advance and sorry if there is a better place to post this in.

3
Clicking on "run api updater" does nothing. it's not grayed out, it just doesn't do anything.

Just did a clean instal and it installed everything correctly this time. weird. Still not sure why run api updater didn't do anything, though.

4
I'm getting these 3 errors when I install ecosystem and ecosystem doesn't show up.
Guessing it doesn't show up because of the errors but no idea how to solve the errors.
I've got ecosystem from the download site, should be v.6.5, playmaker is latest version from unity store, unity version is 2019.1.2f1

The three errors are as follows(pic at the end):-

1:- "Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(637,75): error CS0619: 'EventType.repaint' is obsolete: 'Use Repaint instead (UnityUpgradable) -> Repaint'"

2:-
"Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(927,30): error CS0619: 'EventType.mouseDown' is obsolete: 'Use MouseDown instead (UnityUpgradable) -> MouseDown'"

3:-
"Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(2244,75): error CS0619: 'EventType.repaint' is obsolete: 'Use Repaint instead (UnityUpgradable) -> Repaint'"

https://i.imgur.com/nIdt35a.png


5
Playmaker Help / Re: Translate in real time
« on: October 19, 2018, 04:05:58 AM »
Right, you're not testing the same set up but it helped me figure out that the problem appears to be "get axis vector" not translate in real time. Do you know how I could sort this out? it looks like "get axis vector" just stops getting anything when time scale is set to 0.

I appreciate the time and effort to help me with this problem.

6
Playmaker Help / Re: Translate in real time
« on: October 18, 2018, 03:36:11 PM »
Again, I'm not sure what to tell you but it's not working. I've tried moving object in real time and that works fine, but translate doesn't work in real time when time scale is set to 0. Have you tried it? it doesn't work. I'll take a couple of pictures to show my set up so you can see. it's very easy to set up.

The camera is set to:-

https://i.imgur.com/NokoYHa.png

And the time scale is just a few buttons that when you press them they set a different number to the action "scale time". it works fine with any "scale time" number except 0. 0 stops the camera despite translate being in real time. I'm not sure why.

7
Playmaker Help / Re: Translate in real time
« on: October 11, 2018, 01:15:14 AM »
So unfortunately, it only half worked :/. It stops the camera from moving faster if the speed is increased, so the camera now moves at the same speed at almost any game time speeds except when the game is paused. the real time ticker still fails to produce any movement from the camera when the game time is set to 0.
This is odd behavior. Do you know what it could be?

8
Playmaker Help / Re: Translate in real time
« on: October 08, 2018, 12:38:29 AM »
You're a star, Jean. thanx a lot. I'll download it sometime soon and I'll let you know if  I run into any problems with it.
Again, thank you so much.

9
Playmaker Help / Re: Translate in real time
« on: October 05, 2018, 12:38:01 AM »
Thanks for the fast reply, Jean. I'll just wait for the modification to translate tbh. I'm not familiar with itween and time is not of the essence when it comes to this issue. I'm surprised no one has asked for this before though. Thanks and let me know when the real time is implemented so I can download it. appreciate it, Jean.

EDIT:- Sorry I forgot. I am using "per second". Here is a pic of one of the fsm i'm using.

https://i.imgur.com/gX9kjj1.png

10
Playmaker Help / Translate in real time
« on: October 04, 2018, 06:51:55 PM »
How do I translate in real time? is there a custom action for it? I've got a time manipulation mechanic in my game and it stops me from moving the camera whenever the game is paused. also at faster speeds it moves the camera faster. I could make it so the time manipulation works with a variable that changes the speed of all the other objects but that's a lot of work when I could just press "real time" on the camera translate instead.

Thanks in advance.

(PENDING SOLVED(Ignore this part for now)) Jean was kind enough to add it to a downloadable action called "Translate Advanced" find it in the ecosystem in playmaker and download it. The fix is that it now contains a "real time" option.

11
Playmaker Help / Re: Polling solution
« on: August 23, 2017, 03:35:59 AM »
this is what I'm looking for. I thought this was pooling but I'm not sure.


12
Playmaker Help / Re: Polling solution
« on: August 22, 2017, 10:34:07 AM »
I appreciate the fast response and I've heard of the specific asset in question. It's one of the ones I've got in mind. but your post didn't address the specific issue I'm interested in.
Will your tutorial address this issue? Do you know if the asset in question has a solution for the specific issue or is there something else I'll need to do?
I'm not a programmer so I might be doing things completely different too. Any help here is welcome. thank you.


EDIT:- I thought of posting a picture with my setup. it might help.

https://puu.sh/xgHSv/8a68fb0ae8.png

13
Playmaker Help / Polling solution
« on: August 22, 2017, 09:57:30 AM »
I'm not that versed in pooling and I'm not sure if I can post here about this but I'm just looking for advice on what polling solution to buy if possible.

I'm under the impression that polling works as follows. you poll like 6 items for example and those 6 items get used instead of the engine creating new items or w/e. I get that but the problem i have is that the items i'm looking to poll will have stats. think of a menu for example. would polling be useful for scroll view? Because I'm getting a lot of lag in scroll view.
But then the menu pieces need to have data and keep that data every-time the menu is opened again. how will that work if the same 6 items are polled?

Any help here is greatly appreciated. I've looked at some assets in the asset store but I'd rather know exactly how they will help me with my specific problem before I spend my money and realise it might not even work or something.

thanks again.

14
Playmaker Help / Re: How exactly do state machines work?
« on: May 27, 2017, 11:06:02 AM »
That's not a bad idea but it's so much easier with array maker. I've decided to just download that and do it the easy way tbh :/

FSM arrays really can't compete at this point for me. Don't think they can be saved with easysave nether from what I've heard but could be wrong.

Anyway I wouldn't say this is solved because ultimately I'm having to use something else because of a missing feature of fsm arrays.

Thank you for all the replies though, guys. I appreciate the help.

15
Playmaker Help / Re: How exactly do state machines work?
« on: May 26, 2017, 04:22:44 AM »
Well maybe I'm doing something wrong.

The way I've got it set up now is I have an object called spawner. I have the prefab called "troop". And I have a manager called "name generator"
The spawner spawns the troop and the troop decides if it's gender, race, class, etc.
Then it looks for managers that randomly generate those things. the manager in question at the moment is race and gender. once it figures out those it will pass itself as a gameobject variable to the name generator. then the generator can extract the information from the troop.

To pass it over from the troop to the name generator I can't use a "add array" on the troop or the spawner because it doesn't add to the array of another fsm. So the "troops array" in the name generator is a different object completely with a different fsm.

With array maker you could add to another object by name If I remember correctly.

Maybe I'm just not doing it right but as I said, I used to use this method in array array maker. I'm not a programmer so maybe there is a better way to do this. I don't know.

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