playMaker

Author Topic: Starting an event using Callback Events () [SOLVED]  (Read 693 times)

krmko

  • Beta Group
  • Hero Member
  • *
  • Posts: 1050
    • View Profile
    • Fat Pug Studio
Starting an event using Callback Events () [SOLVED]
« on: May 09, 2017, 07:48:04 AM »
Hi guys,

i'm using UnibulletHell (https://www.assetstore.unity3d.com/en/#!/content/19088) for managing shooting in my little game. The maker of the asset, Hironari, was nice enough to put the Callback Events they can be used to trigger whatever you want when the shot is fired on my request.

I have the need for it to trigger the firing animation on the ship, but i'm not sure how to set it up.

I tried something like this, but it doesn't start the event. I also tried marking it as global but nothing, the event doesn't trigger.



Here's what i've got to select



As far as i can see in the code, it launches a unity event, should i put some sort of listener in the FSM or what? Event Proxy?




Edit: i also tried setstate but it also doesn't seem to work.

I also get his when i select BroadcastEvent

« Last Edit: May 11, 2017, 05:41:27 AM by krmko »

krmko

  • Beta Group
  • Hero Member
  • *
  • Posts: 1050
    • View Profile
    • Fat Pug Studio
Re: Starting an event using Callback Events () [SOLVED]
« Reply #1 on: May 11, 2017, 05:43:00 AM »
Turns out i had to use Event Proxy, and it works. Took some googling and searching through the forum, but it's nice that there's a video for event proxy wizard.