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Author Topic: Disabled fsm component still received events and process most actions [FIXED]  (Read 5077 times)

jeanfabre

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Hi,

 Lost litteraly several hours on that  :-\

 I forgot I had disabled that fsm, and for some reason some of my States would work but other would just turn blue and the fsm would end up in a 'no state' situation.

 Basically, if disabled, a fsm, still receives events, still process ANY actions doing stuff on "OnEnter" but nothing is processed for the OnUpdate, which put me on the wrong path, cause I though it was the action that had a problem...
 
 oh well, learned the hard way on that one.

 If this is feature, it should in bold red on the help. Else, it should in bod red a soon to be ( wiki Alex ?) troubleshooting page.

 Bye,

 Jean
« Last Edit: October 06, 2011, 03:27:33 PM by alexchouls »

Alex Chouls

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Re: Disabled fsm component still received events and process most actions
« Reply #1 on: April 19, 2011, 03:38:21 AM »
Definitely a bug - not a feature! Will look into it... sorry for the frustration... :(

MaDDoX

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If this is feature, it should in bold red on the help. Else, it should in bod red a soon to be ( wiki Alex ?) troubleshooting page.
Community wiki is up, if you don't have access to it just drop a note and I'll add this. For the record, I generally disable the whole object instead of the FSM. I try my best to have one FSM in each object and have nested object structures - each with one FSM - for most situations. That's why I haven't stumbled upon this error. Good call anyways!
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Breno "MaDDoX" Azevedo
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jeanfabre

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Hi Maddox,

 I have access to the wiki :) I made the troubleshooting page with that topic in it as a start.

Having several fsm in one game object is not linked to this problem actually ( I think ). In my case, I want to keep connection intact for my fbx files, so I can't really apply fsm to each and every component in a natural way, but yes, having more than 2 or 3 fsm in one gameObject might not be the best way anyway ( since anyway, there is no gain in performance ( I think )

 Bye,

 Jean

MaDDoX

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Having several fsm in one game object is not linked to this problem actually ( I think ). In my case, I want to keep connection intact for my fbx files
All I meant is that I have, say:

entity (fsm)
-- object (fsm)

And I can only disable the "entity" or "object" gameobject depending on the circumstance. That's probably why I haven't stumbled upon the error, since I've never actually used the "disable FSM" action, I disable the whole object instead :)
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Breno "MaDDoX" Azevedo
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