Hi, I've finally started to use playmaker and it all went great so far and my prototype was coming along nicely. Until now that is. This problem is driving me rather crazy and so I thought I'd ask here instead of wasting more time trying to understand it on my own. Thanks for any help.
So in my project I have an input manager FSM that checks for keypresses every frame and stores the results in bools which I check in my movement manager FSM and act accordingly. All worked perfectly fine until I went to work on my latest state, at which it got stuck with the loop count problem. I tried a ton of things and it seems it boils down to what's in my screenshot.
I've made an as simple as possible version of my problem to show and to make sure nothing else was influencing it.
Why does it transition into the empty state just fine with get key down, but not with the bool test?
What makes it even more confusing to me is that in my actual project which is more complex, the loop problem vanishes or comes back depending on what I do in the state. Setting float values and having a wait works fine, but as soon as I have a float compare in it for example, it throws the loop count error again and I can't get rid of it any way as long as the float compare is in there. (which gives proper results for sure since I compare 1 to 1 and send events properly).
So I guess it has something to do with how the get key/get key down actions work, since it all resolves as soon as I use get key down to switch states instead of the bool test. Which is not really a solution to my problem as opposed to this old thread showing the same problem:
http://hutonggames.com/playmakerforum/index.php?topic=3238.0 which really just got [solved] because the poster changed his logic, rather than anyone fixing or explaining the actual problem. I hope this time around anyone can shed some light on this? Thank you.
EDIT: After some more testing and thinking it sounds more logical that something in Bool Test is the cause and how that fires events compared to how Get Key Down does. Since it doesn't matter where the bool value comes from. Using Bool Test to enter the next state will give problems regardless if set directly or coming from get key.