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Messages - omgitstri

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I found a bug with "Add Fsm Template".
Here are all the cases I've found with it, tested with GameObject and Floats
  • If we input the value directly in the field - Works
  • If we use a local variable (Default value is 5) and assign it - Result will be 5
  • If we use a local variable (Default value is 5) and we use Set Float to 20 - Result will be 5

Currently I'm using a work around by Adding the Template then Use the "Set FSM..." actions to assign the variable but I would rather avoid using a lot of actions inside a single node if it's possible.

Thank for the help!

Work In Progress... / Re: omgitstri's prototype
« on: November 23, 2017, 08:42:28 AM »
Nice and clean setup :)
How are you jumping to the states (usually done with global transitions) ?

Initially I was using regular transitions but the FSM got too messy and I switched to using the action 'Go To State By Name'.

Work In Progress... / Re: omgitstri's prototype
« on: November 22, 2017, 08:57:40 AM »
Some Cool stuff!

Maybe a sneak peak on how you set some of your fsms? :D

Here's a screenshot of the builder's FSM
The order of the FSM goes from Left to Right, Top to Bottom.
1. The initial setup for the FSM
2. Update the variable for building the tiles
3. Add all the position into an array
4. Spawn the tiles one by one using Array List Get Next

Work In Progress... / Re: omgitstri's prototype
« on: November 21, 2017, 05:49:34 PM »
Hello djaydino,

Sure I'll provide some screenshots soon. Don't expect them to be too soon though I tend to procrastinate  :P

Work In Progress... / omgitstri's prototype [Updated 2017.12.12]
« on: November 21, 2017, 05:41:36 PM »

I've been using playmakers for a few years now and I never really posted anything and my coworker ended up convincing me to start sharing my works so I'd like to share some of the prototypes I've made using playmaker. Comments and feedbacks are greatly appreciated  ;D

Merged Prototype:

AI First Pass:
  • Steal from environment (green mesh)
  • Use resource to build city in pre-defined locations

(WIP) Builder - The idea of the prototype is to be able to create buildings quickly with friendly UX:

Character Rig is provided by FRANCISCO CERCHIARA MONTERO

Prototype 1: You are what you eat - You play as an alien whose spaceship crashes on earth, your goal is to go back to your spaceship without being spot by scientists. You have 1 ability which is to transform into any objects but there's a catch... you have to eat the object before you can turn into it.

Update 2017.12.12:
  • Removed the color prototype, since the merged version have both the builder and the color absorption
  • Added a first pass for AI in this prototype

Share New Actions / Re: Draw B├ęzier Curve Action
« on: November 07, 2017, 11:58:18 AM »
This is great! Thank you!

Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: October 18, 2017, 09:58:55 AM »

The action does not seem to work if it is on a prefab that gets instantiated.
I tested this by:
  • instantiating the prefab at 0,0,0 with object tagged as 'Tile' at the same location but the Play Maker Array List Proxy does not update
  • then I tried placing the prefab at 0,0,0 beforehand without instantiating and it managed to grab the objects that are tagged as 'Tile'

Tri Nguyen

PlayMaker Help / Re: I can't store UI elements with mouse pick..
« on: October 18, 2017, 07:31:52 AM »
Hello Vael,

Maybe you can try this action "Get Last Pointer Data Info"? I used it for an inventory system to drag items from one slot to another and it works quite well. I have my FSM set up so that when I click on the UI, I save the gameobject in the 'Pointer Enter' of the action.

Tri Nguyen

Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: October 17, 2017, 07:47:33 AM »

Maybe it's just my workflow that makes me think it's a bug.
I usually have the Root contain all the scripts/FSM and have its Child be the mesh, that way i could always update the mesh whenever I want to without having to add the script/FSM again. Because of this, my Root gameobject don't have a mesh renderer and that causes the action to not work.

Tri Nguyen

Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: October 16, 2017, 10:34:05 AM »

I think I found a small bug about the action, it seems like the Root GameObject requires to have a Mesh Renderer for this action to add it to the Array List.

Right now I have a gameobject (Tile) within it I have a child gameobject (Mesh) so I could easily swap out the placeholder in the future and this is causing it to not add the Tile into the Array List.

A work-around that I'm using now is to add a MeshRenderer on the root gameobject with nothing in it so the action could detect it.

Tri Nguyen

PlayMaker Help / Re: I can't store UI elements with mouse pick..
« on: October 16, 2017, 09:10:33 AM »
Hello Vael,

You could try to use the LayerMask option in the MousePick action. Set it to 1 then  Choose UI for the Element 0, that should only allow your mouse pick to affect any gameobject with the UI layer applied.

Tri Nguyen

Share New Actions / Re: Bool Multi Test
« on: October 16, 2017, 09:03:23 AM »
Hello @jeanfabre

I tested the new version of BoolMultiCondition and it is working properly now. Thanks for the fix!

Tri Nguyen

Share New Actions / Re: Bool Multi Test
« on: October 10, 2017, 10:02:19 AM »
Hello @djaydino,

This is probably the wrong place to post this but I did a quick search on Bool Multi test and it lead me to this post.
The Bool Multi Condition from the ecosystem works the same way as this script but the fail condition is not working along with the Everyframe function. It only check the condition once and then the action becomes disabled.

Tri Nguyen


Sorry it took me almost half a year to test this out.
This is working great! Thank you for helping out.
I apologize again for taking this long to test this

Tri Nguyen


I am currently messing around with Playmaker Template and I am trying to create a small drag & drop inventory system. I try to make it so I'd use the action 'Add Component' at the beginning of the template to make it so things would work with just the template alone and not having to worry about adding the required components each time I want to recycle the template.

The problem I'm running to right now is that the 'PlayMakerUGuiDragEventsProxy.cs' does not work very well during run-time. I add the component to the GameObject but the script does not work until I select the GameObject in the Hierarchy.

I tried [Adding the component] > [Deactivate GameObject] > [Activate GameObject] but that did not seems to help

I ran a few other tests with playmaker UGui scripts and I manage to get components like 'PlayMakerUGuiCanvasRaycastFilterEventsProxy.cs' to be added during run-time.

Tri Nguyen

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