Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Nov 30, 2020 10:54:55 GMT
Hi,
i wanted to see if there was a chance for you to make a Playmaker action for CreateNewPoolItem? 
Call Static Method action does not work properly in Playmaker unfortunately. I made some simple stuff like action for GetPrefabName, but i'm afraid this one is a bit over my skill level at the moment.
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Post by DarkTonic Dev on Nov 30, 2020 17:55:52 GMT
Of course it works. I think you can get help from the Playmaker forum since they are the pros.
That's my advice.
-Brian
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 3, 2020 12:09:57 GMT
Hello,
sorry, but no it doesn't, there's a bug, but it's not your plugin so i understand, it's none of your concern. Cheers.
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Post by DarkTonic Dev on Dec 3, 2020 17:01:40 GMT
Please show me where it says that it's broken. That method has existed for years. I find it hard to believe that Playmaker wouldn't fix it.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 3, 2020 19:05:36 GMT
Yeah, well..behold. streamable.com/lh4nwdIf it doesn't get screwed up then it gets screwed up when i go to variables/events tab and back (hence the double clicking on variables tab in the beginning of the video).
Sorry for being cranky, i should release in two weeks after five years of work and i can't believe i encounter stuff like this right now.
I forwarded it to Jean and Alex.
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Post by DarkTonic Dev on Dec 3, 2020 19:24:28 GMT
Wow, what crap!
Now why would you want to create a pool item at runtime, and not just pre-configure it?
Five years is a really long time.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 3, 2020 19:50:16 GMT
Yes it is haha  Well, i have hundreds of enemy waves in multiple categories (level 1, 2, special factions and so on) and every time i make new wave i have to make sure it's in the pool boss. With so many elements (waves are not the only thing in pool boss) the editor gets REALLY slow and it's sometimes quite hard to check through the list.
I have all of my waves that i make stored in a table, it holds the wave name, ships and their positions in the wave. When i start the level i just pull all the waves from the table into the array and then they are randomly picked for spawning, no need to fill the array by hand, i just iterate through the table. That serves as a reference only, of course, i need to have the prefabs in the Pool Boss to have them spawned of course.
I can use that table too to populate the Pool Boss automatically, without having the double work of filling the table and then putting the prefab in the Pool Boss too.
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Post by DarkTonic Dev on Dec 3, 2020 19:55:10 GMT
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 3, 2020 20:00:39 GMT
I will do that after the release for faster loading, but i still have to fill the pools by hand.
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Post by DarkTonic Dev on Dec 3, 2020 20:24:25 GMT
Well that's the extent of the support I'm able to provide right now on this issue. We did build features for this already. If Playmaker isn't going to fix this in a couple days, I'd suggest you consider using Mini.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 3, 2020 20:36:44 GMT
I know, thanks 
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Post by DarkTonic Dev on Dec 3, 2020 22:37:56 GMT
Ok, best of luck.
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Post by christoph on Mar 28, 2021 3:26:45 GMT
I just was thinking about a Playmaker action like this the other day. I'm using entire levels and level sections as prefabs and pool them with PoolBoss. Would it make sense to use Pool Boss Mini to only load 10 levels, then when user finishes level 10 to load the next 10 etc? Like depending on the progress to load the corresponding levels into Pool Boss rather than loading the entire game at start?
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Post by DarkTonic Dev on Mar 28, 2021 19:36:45 GMT
Well pooling a whole level may not gain you anything. You're not going to re-use that level are you? If there's no 2nd spawn of something, you're only avoiding the destroy command, until Pool Boss is destroyed anyway.
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Post by christoph on Mar 29, 2021 22:00:07 GMT
Well yes, I agree, with whole levels that are not re-used it doesn't make much sense. But with level sections that indeed are re-used it does. So for example if I introduce new obstacles from level 10 onward I wouldn't need them in the pool before. Or maybe the easy obstacles, I don't want them anymore once the player has played more than 10 levels... etc. So having the option to populate the pool at a given moment might make sense, no?
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