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Messages - SkobbejakGames

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16
Im having this exact same issue  :'(.

Im trying to add a public bool to the script to test for Invert Mouse Movement and I add it at the usual place in the usual manner and I can access all the other public variables from my Plamaker FSM, but not the new bool that I just added. WTH?!

17
Action Requests / Reset Component
« on: May 11, 2014, 10:28:05 AM »
This would be extremely helpful with object that are being pooled and need to be reset to their original states before being used again.

Hope that this is doable though.

Thanks in advance for any and all help and advice.

18
Action Requests / Get Animation Time
« on: May 08, 2014, 02:41:30 AM »
Hi, I am trying to find a "Get" version of the Set Animation Time action already present in playmaker, I thought it would be included already or requested on the forums already, but I cant seem to find anything.

It would realy help us in spawning projectiles for our first person controller at the right time and of the animation (without needing to rely on wait which can be a bit inaccurate or untrsutworthy when it comes to stuff needing to happen at an exact frame, especially if the game runs a bit slow on someone elses machine).

Please any help on the matter would be greatly appreciated and pretty sure there are a few other people on the forums that can find a use for the action as well.

Thanks in advance for any and all help.

EDIT: Also checked Get Property (dragging the animation component into the Get Property) but it just gives me access to the name of the animation clip and a few bool and speed values, but nothing on the current time of the playing animation).

19
Wow, thanks so much save! Glad that the problem wasn't too difficult to sort out. Looking forward to the upcoming update, then I can finally jump on Particle Playground and start creating some awesome effects.

Again huge thanks to save and jeanfabre for helping with the issue as well as all the other people in this forum post that added their details to help close in on the source of the problem.

20
Ive managed to reproduce the problem in a clean project containing just Playmaker, Particle Playground and the Playmaker Pathfinder custom actions (I dont even have any of the Standard Assets imported).

So it seems that there is some kind of conflict between Playmaker, Particle Playground and the Playmaker Pathfinding custom actions.

Hope the info helps any one in need or qurious about the problem.

I am sending the project over to the author of Particle Playground now so that he can check it out and maybe figure out what is going wrong.

21
@dark3d: Just want to check you dont perhaps have Particle Playground installed into the project? As it seems that is a common source for most of us. Or perhaps are you maybe getting any errors?

22
The author of Particle Playground says that he is in contact with Hutong Games and they are trying to sort out the problem.

Unfortunately he isnt able to reproduce the problem in a new clean project, so I will try and see if I can get a small project set up tomorrow that recreates the bug.

If anyone else is able to replicate the bug please send a project over to the author of Particle Playground (Unity username: save).

Im also starting to think it might be the custom inspectors as Animoller mentions he is getting the same glitches but he doesnt seem to be using Particle Playground and he is receiving errors showing conflicts between some custom inspectors as Playmaker and Mr. jeanfabre mentioned.

So I wonder if it could maybe be the custom inspectors in Particle Playground as they are quite intricate.

23
Just left the author of Particle Playground a message just inform him of the bug. Hopefully this can get fixed soon as we really need both plugins.

24
Yes, just confrimed that it is Particle Playground as Playmaker seems to run perfectly now that I have removed it from the project folder. I will contact the creator of Particle Playground and just inform him that his package causes conflict with Playmaker.

25
We also seem to be having the exact same problem as Animoller.

We dont get any of the errors that Animoller gets though. We arent using any Locked FSMs and we are also on the latest Playmaker version (1.7.7.1), so it cant be that glitch either.

We do also have Particle Playground though just like Jbro so it could be that, we have deleted it from our project and will test out if Particle Playground is the culprit.

26
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 07, 2014, 07:37:07 AM »
It seems the Node class in GraphNode.cs is Obsolete and has been replaced with GraphNode, so I fixed that error by just commenting out the empty Node class.

Im still having a problem with the last one though:

Assets/Plugins/AstarPathfindingProject/Generators/NodeClasses/MeshNode.cs(6,22): error CS0101: The namespace `Pathfinding' already contains a definition for `MeshNode'

27
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 07, 2014, 03:32:55 AM »
Where can I find the js versions and delete them? As that is most likely the case, I will probably only be using the c# version.

I searched for GraphNode.js and MeshNode.js but I could only find the c# versions.

28
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 06, 2014, 02:30:24 PM »
Scratch that I still seem to be getting the same errors. :-\

29
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 06, 2014, 01:27:08 PM »
Nevermind, I fixed it, I just rei-mported everything and it seems to be fine now.

30
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 06, 2014, 01:18:51 PM »
Hi,

I seem to be getting a bunch of compiler errors when importing Astar Pro 3.4.0.5 stating that a bunch of parameters are being defined multiple times. Once I install the Playmaker actions it reduces the errors to 2:

Assets/Plugins/AstarPathfindingProject/Core/Nodes/GraphNode.cs(20,22): error CS0101: The namespace `Pathfinding' already contains a definition for `Node'

Assets/Plugins/AstarPathfindingProject/Generators/NodeClasses/MeshNode.cs(6,22): error CS0101: The namespace `Pathfinding' already contains a definition for `MeshNode'

Is there something that I might be doing wrong?

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