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Author Topic: The right way to point at... SELF  (Read 2514 times)

megmaltese

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The right way to point at... SELF
« on: June 02, 2016, 03:09:57 PM »
I'm having a headache to understand how to correctly point at self object in various situations.
It's easy to drag the object when it's only one, but there are so many scenarios...
In example, what is the difference if I drag the same object of which I am editing a FSM into itself and dragging the prefab on it? Intuitively, I'm using the prefab, so that each object created with that prefab will find itself correctly.
But what to do with templates? If I drag a prefab, it will be... just one of the many objects it can spawn, and in fact now I'm  having a problem: I get all the same owner and I can't proceed.
Is it possible to have an action GET SELF NAME? It would be really useful.
I really don't know how to proceed now, because I need to tell the FSM what's the name of its object.
« Last Edit: June 02, 2016, 03:18:46 PM by megmaltese »

mdotstrange

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Re: The right way to point at... SELF
« Reply #1 on: June 02, 2016, 03:51:19 PM »
To get self use the Get Owner action- To get self in a template- I posted that answer in your other thread- use the Get Host Info action
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megmaltese

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Re: The right way to point at... SELF
« Reply #2 on: June 02, 2016, 04:35:13 PM »
OK thank you!

megmaltese

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Re: The right way to point at... SELF
« Reply #3 on: June 02, 2016, 04:58:56 PM »
To get self use the Get Owner action- To get self in a template- I posted that answer in your other thread- use the Get Host Info action

Problem! GET HOST INFO doesn't proceed to next state when finished!
I don't know now then, because the same happens with GET QUALITY SETTINGS... maybe something broke in PlayMaker?

mdotstrange

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Re: The right way to point at... SELF
« Reply #4 on: June 02, 2016, 06:06:47 PM »
If there are no other actions on the state setting a transition and the transition is not FINISHED then it will not move on-
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megmaltese

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Re: The right way to point at... SELF
« Reply #5 on: June 03, 2016, 12:17:56 AM »
It's the only action in the first state of a FSM, and the only transition of the state is FINISHED. I guess after getting the variable it should move on...

Zeldag

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Re: The right way to point at... SELF
« Reply #6 on: June 03, 2016, 05:38:11 AM »
Hi,

I have found that some actions do not finish a state. I think it is to do with the way they are coded (like someone didnt type in 'finish' or something in the action's script lol). But if that is the case for the action you are using, then just use 'next frame event' action after this one and send the 'finish' event.

Hope that helps!

megmaltese

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Re: The right way to point at... SELF
« Reply #7 on: June 07, 2016, 04:43:42 PM »
I really need these actions, can please somebody fix them?

jeanfabre

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Re: The right way to point at... SELF
« Reply #8 on: June 08, 2016, 01:24:31 AM »
Hi,

Ok, I think I fixed all the quality actions that where missing the Finish() call, thanks for this!

 Let me kow if you spot other actions missing this Finish() call.

Simply update them actions from the Ecosystem to get them fixed.

 Bye,

 Jean

megmaltese

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Re: The right way to point at... SELF
« Reply #9 on: June 08, 2016, 03:55:30 AM »
Thank you VERY MUCH, dude!  8)

megmaltese

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Re: The right way to point at... SELF
« Reply #10 on: June 08, 2016, 04:15:16 AM »
Whole bunch of errors after downloading updated actions, now I'm stuck because of these  :'(

jeanfabre

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Re: The right way to point at... SELF
« Reply #11 on: October 24, 2016, 11:52:30 PM »
Hi

you have duplicates. Delete all these duplicated actions and get them again.

Bye,

 Jean