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Messages - marv

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Yeap, as I said. The "Get Mouse Button Down" action doesn't care where your mouse pointer is at the time of the button getting pressed. Think of it more as a hotkey thing. Whenever you press they key everything listening for it will be triggered at once.

If you don't have it already, get the playmaker UGui package from the ecosystem. Depending on how you've set up your gameobjects you'll probably want to use either the pointer event proxy or the component proxy for this.


If you used the general "Get Mouse Button Down" action that's not tied to any UGui components, then this just listens for the mouse button in general, not in a specific location. This would explain all of them getting triggered at once.

In that case I'd use either the UGui Pointer event component or the UGui component proxy depending on what other functionalities you need.

As krmko said, a screenshot would help, without more information it's hard to pinpoint the problem... could be any number of things.

Combining 600's and midgear's approaches would let you do it. Another kind of messy approach would be to

- convert the float into a string
- take the last character of the string ("string take n from right" is what it's called iirc)
- convert it into an int
- test it for even/odd
 -> proceed with float if true
 -> get next float if false

I can't think of any currently available actions that would let you do this in a neat/tidy way.

General Discussion / Re: UI Dropdown Options
« on: February 13, 2017, 05:49:11 AM »
Awesome, thank you so much. :)

General Discussion / Re: UI Dropdown Options
« on: February 12, 2017, 06:45:26 AM »
Not entirely related, but since you're already talking about the UI dropdowns:

Is there a way to populate a UI dropdown in runtime? I've only experimented with it a little bit but could not find a way to do so and resorted to a rather messy way to make my own dropdowns because of that.^^

« on: February 12, 2017, 06:35:05 AM »
Are there any compiler errors popping up in your Unity Log? If so, those need to be resolved before Playmaker will work properly.

I've had that happen a couple of times, mostly due to duplicated actions or actions that were in some form outdated and now contained certain errors I guess.

PlayMaker Help / Re: prefab errors [please help]
« on: February 08, 2017, 04:56:30 AM »
It's as I said. You can not use a gameobject that is in the scene directly in any local variable/action of a prefab. You'll have to either have the FSM search for the gameobject (the player) -for example via tag-; pass the gameobject (the player) to the prefab with an FSM that is already in the scene; or store the gameobject (the player) in a global variable and have your prefab use that global variable in actions.

As an example:
I assume you create more zombies in runtime. For way #2 you'd then simply add a "set fsm gameobject" action to the FSM creating the zombie object and use it to set the player object in the newly created zombie object.


PlayMaker Help / Re: prefab errors [please help]
« on: February 07, 2017, 06:03:02 PM »
Are you maybe accessing other gameobjects or FSMs on other gameobjects directly from the FSM on the prefab. You can't do that with prefabs. You'll have to use gameobject variables (either global or otherwise passed to the prefab fsm in question) instead.

PlayMaker Help / Re: How to translate dynamic text
« on: February 07, 2017, 09:53:47 AM »
Is it possible to "cheat" them by having a UI text component that's not part of your actual UI, parse the text from xml into the text component, use the plugin to translate the content and then read it out again to process further?

I have not the slightest clue what that'd do in terms of performance, but it would probably be my first attempt to somehow frankenstein together a solution.^^


PlayMaker Help / Re: Managing persistent array (e.g. inventory)
« on: February 06, 2017, 04:54:35 PM »
Have you tried setting the object your inventoryarray/table is attached to as a global variable, putting the object as "dontdestroyonload" and then referencing the global variable in your FSMs?

Couldn't you just dynamically set up a bunch of Arrays/Hash tables containing your objects on game start, depending on your needs and then use those to access all objects within the specific array you need at any given time?

PlayMaker Help / Re: Hash table question (simple?)
« on: February 06, 2017, 11:56:03 AM »
Key: a unique Identifier within a hash table, always a string, in your case probably an itemID or name
Value: the content of the variable, in your case the price integer

You access them with the "hashtable get" and "hashtable get many" actions, the actions have fields for the key you want to access.


PlayMaker Help / Re: How to make popup window?
« on: February 06, 2017, 06:58:24 AM »
There are a bunch of very good and in-depth tutorial series on youtube that helped me a lot when I first started out. They are not playmaker specific but they do a great job explaining the basic unity UI elements and how they are used. I found it pretty easy and intuitive to then "translate" the few things that were done via scripting to playmaker actions.

I can only recommend getting the hang of how to work with the UI elements first, it makes things easier in the long run.


edit: I believe this was one of them:

PlayMaker Help / Re: multiple toggles
« on: February 06, 2017, 06:48:22 AM »
This can be achieved even easier if you attach a toggle group script to the toggles' parent object and set it accordingly in the individual toggle scripts. I stumbled over this a while ago and it made life quite a bit easier in that regard.^^


PlayMaker Help / Re: Convert String to Int not working (IS THIS A BUG?)
« on: February 04, 2017, 10:54:48 AM »
There are a bunch on the ecosystem, to float, to bool etc.

If you don't use it yet, I can highly recommend it:

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