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Post by DarkTonic Dev on Jun 16, 2014 3:11:43 GMT
V 3.2.1.9
•Fixed all inspectors so that they don't require a Scene save unless a field is actually changed (most already did this). •Changed the labels of Killable Attack Points and Hit Points to "Start Attack Points" and "Start Hit Points" so it's more clear. •Now allowing negative attack points for Killable. That will allow you to increase the health on your player by pickup up drops automatically, and other such things. •Added "Max Hit Points" to Killable. This value can not be exceeded by gaining HP from collisions with negative hit points Killables. •Note: you will need to check and re-set the value of all your Killables' Attack points because I had to change the variable for negative hit points and they will be lost. •Note: you will need to install the latest Master Audio plugin as well if you use that to get it to compile again. •Note: you will need to delete and re-install the Core GameKit Playmaker package as well if you use that to get it to compile again. •Moved the Taking Damage listener point into the TakeDamage method in Killable. That method virtual and can use overrides. •Added a DamagePrevented method to KillableListener. This is called when your Killable gets hit while invincible. •Added an overridable method "IsInvincible" to Killable so you can subclass it and add your own custom logic if you like. •Added an overridable method "DetermineScenario" to Killable so you can subclass it and add your own custom logic if you like. •Added "band-aid" code to get around the new Unity 4.5 2D collision despawn bug. It has been reported fixed in the next Unity version but you don't have to wait now. •Bug fix: Keep Velocity variable for Death Prefab in Killable wasn't checked. It always kept the velocity. •Added "follow player" checkbox to Player Spawner. Previously it always respawned you exactly where you died. Now you can choose whether this happens or not. This defaults to off, which is the opposite of the old behavior. •Added "Update Spawn Position" method to Player Spawner. This way you can update the spawn position based on checkpoints or things like that. •Player Spawner now works if you already have a Player in the Scene, and won't spawn another one if you do until the player dies.
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Post by AppThing on Jun 16, 2014 16:31:51 GMT
To help others (like me) who couldn't find the "Subscribe to Thread" Button  , you have to do the following: 1) Bookmark the thread using the Actions pull down menu at top right of Thread Page. You will not get notiifcations via email by default so if you want to get notifications for a new/updated post, then you will need to enable this: 2) Go to your Profile and Find & click the "Edit Profile" button 3) Choose the Notifications Tab, and set the " when a bookmark is updated" option to how you want to get notified (i.e. email, or just on the page) Also to DarkTonic Dev, if you have the option you might want to lock this thread to stop others posting to it so its for your use only? 
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Post by DarkTonic Dev on Jun 18, 2014 0:57:20 GMT
We don't mind relevant posting  Thank you for giving that info to other users in case they can't find it.
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Post by DarkTonic Dev on Jul 24, 2014 1:01:17 GMT
V 3.2.2 changelog: - Added a new Playmaker Custom Action: "CoreGameKitKillableGetCurrentHitPoints". Does exactly what it sounds like.
- Now resetting the velocity of Killables when they die, if it's a gravity Rigidbody.
- Changed OnClick and NGUI Click events in Killable to Destroy, not just despawn. So now you get the death prefab and World Variable modifiers.
- Added section labels to Killable to make it more clear which triggers are for despawn and destroy events.
- Fixed bug: Damage prefabs didn't spawn from zero damage on "per hit" Spawn Frequency.
- Fixed bug: Damage prefabs didn't spawn when invincible set on "per hit" Spawn Frequency.
- Added "Damage World Variable Modifiers" section to Killables, which are modifed each time the prefab takes a hit.
- Changed Killable Listener ModifyingWorldVariables method to ModifyingDeathWorldVariables. If you have created any subclasses, you will need to change the method name accordingly. Playmaker action was also updated, so reinstall the optional Playmaker package as well.
- Added ModifyingDamageWorldVariables method to the Killable Listener.
- Added Killable death time delay (for death animation to play). It's under the Death Prefab section.
- Added Respawn Delay to Killables. Now you can have them respawn after X seconds.
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Post by DarkTonic Dev on Jul 26, 2014 0:10:23 GMT
V 3.2.2.1 changelog: - Added Immediation Actions row of buttons at the top of Killable's Inspector. Actions are: Kill, Despawn and Take 1 Damage. These do not appear or work in edit mode, only while playing.
- Fixed bug with rigidbody2d used on Killable script expecting 3d rigidbody to reset velocity.
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Post by DarkTonic Dev on Aug 1, 2014 1:03:10 GMT
V 3.2.2.2 changelog: - Changed Core Game Kit Killable Attack Or Hit Points Change (Playmaker custom action) to the name Core Game Kit Killable Attack Or Hit Points Add because the name was not accurate. If you were using this action, you will need to remove it and add again with the new name.
- Added new Playmaker Custom Action "Core Game Kit Killable Attack Or Hit Points Mod", which can change the remaining hit points and/or attack points of a Killable.
- Added "Wave Order" dropdown within each Level. Choices are "Specified Order" (the default), and "Random Order". If you choose Random, all waves within the Level will be randomly rearranged before the first wave starts. Note that starting on a Custom Start Wave of 1/3 will actually start on whatever the 3rd wave is of Level 1 after randomly ordering the waves.
- Fixed bug where Killables colliding with another KillableChildCollision would not do combat (big bug).
- Added demo version of Behavior Designer (with their new Core GameKit integration, which duplicates all the Playmaker custom actions) as an optional package. Their package requires Unity 4.0 or higher. Do not open it on Unity 3, it will crash.
- Changed folder of 3rd party optional packages now we have a few different ones, to reduce clutter.
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Post by DarkTonic Dev on Aug 4, 2014 8:04:13 GMT
V 3.2.2.3 changelog: - Pool Boss now automatically renames spawned prefabs with numbers, like "Enemy (Clone 1)" for easier debugging when the names aren't all the same.
- Added max field to each Pool boss item. If you have Allow Instantiate More checked, this field is visible and controls the max that will be allowed to be created. Otherwise it is not used.
- Added "Kill all" and "Despawn all" buttons to each Pool Boss item. Kill all will kill all of that game object active in the Scene, if it's Killable (otherwise no effect). Despawn all will return all active prefabs of that type to the Pool Boss and deactivate them.
- Added "Kill all" and "Despawn all" buttons to top-level of Pool Boss (and to SpawnUtility.cs if you wish to script them). It's the same as the previous per-item button, but does it for all items at once.
- Added new methods to SpawnUtility.cs: KillAllOfPrefab, DespawnAllOfPrefab, KillAllPrefabs, DespawnAllPrefabs.
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Post by DarkTonic Dev on Aug 11, 2014 6:38:33 GMT
V 3.2.2.4 changelog: - Added Spawn Offset (Vector3) to Damage Prefab section in Killable so it doesn't have to spawn at exactly the same position as the Killable.
- Added EliminationWaveCompleted method to WaveSyncroSpawnerListener & the Playmaker version . This event is sent every time a syncro spawner elimination wave is completed (all repetitions), before it pauses for wave repeat delay.
- Added new Playmaker custom actions: Core GameKit Pool Boss Despawn Prefabs Of Type, Core GameKit Pool Boss Kill Prefabs Of Type, Core GameKit Pool Boss Despawn All Prefabs, Core GameKit Pool Boss Kill All Prefabs
- Added Lose event to LevelSettingsListener and the Playmaker listener as well. This fires if game over is reached and you didn't win (waves not all completed or other trigger).
- SpawnOneItem() in Syncro Spawner script now returns the spawned transform for reference.
- Changed the Playmaker custom action Core Game Kit Syncro Spawner Spawn One so that you can assign the item spawned to a variable.
- Added GotoWave(level#, wave#) in Level Settings. Ends the current wave immediately and spawns that level / wave. Can even go to an earlier level or wave!
- Added a new Playmaker custom action: Core Game Kit Goto Wave, which does the GotoWave(level#, wave#) action in the bullet above.
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Post by DarkTonic Dev on Aug 15, 2014 6:03:23 GMT
V 3.2.2.5 changelog: - Fixed performance bug in Triggered Spawner Inspector. It would constantly refresh the Inspector causing frame drops. No longer!
- Added Position Settings section to Triggered Spawner. Now you can choose the spawn position (x, y and/or z) to hard-code or read from a World Variable.
- Added Position Settings section to Syncro Spawner. Now you can choose the spawn position (x, y and/or z) to hard-code or read from a World Variable.
- Fixed bug where Triggered Spawner was checking wrong variable for active waves for Enable and Disable waves.
- Added HasActiveWaveOfType method to Triggered Spawner, so you can tell if a wave is already spawning and not trigger it to start over again yet.
- Added optional Behavior Designer package with 34 tasks - all the Playmaker custom actions are now tasks.
- Added new Playmaker Custom Actions: Core Game Kit Triggered Spawner Has Wave Type & Core Game Kit Triggered Spawner End Wave
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Post by DarkTonic Dev on Aug 22, 2014 3:01:24 GMT
V 3.2.2.6 changelog: - Added LevelNumber and WaveNumber properties to LevelSettings script. These can be used with the GetProperty method in Playmaker to read the current level and wave number.
- Added checks for missing LevelSettings in scripts so there are no Null Exceptions logged if so.
- Removed band-aid code for 2D collider Killables to both hurt each other when one dies from a collision.
- Note: to get the bullet above to still work, go open the Physics 2D screen from Edit -> Project Settings -> Physics2D and turn off the checkbox labeled "Delete Stops Callbacks". This is important because Unity 2D collisions are treated differently by default.
- No longer calling CoRoutine to destroy Killable unless you have a death delay > 0. Less allocation is always good.
- Added "Modifications Allowed" dropdown to World Variables. Choices are Any (the default), Only Increase and Only Decrease. This allows you to control whether a variable can be decreased, increased, or neither. For example you might use Only Increase for a High Score variable.
- Fixed "set World Variable" code so that it triggered Game Over if you have set a Game Over value for the variable and also calls the listener event.
- Global Waves now should show a row for each spawner in the wave and you can click to go to it.
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Post by DarkTonic Dev on Sept 1, 2014 0:00:06 GMT
V 3.2.2.7 changelog: - Some minor adjustments for World Variables for the "high score" variable types in the last version.
- Changed code to compile and work with Unity 5 beta!
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Post by DarkTonic Dev on Sept 8, 2014 13:58:45 GMT
V 3.2.2.8 changelog: - Added "Use Death Timer" setting to Killable's Death & Despawn Triggers section. You can add a timer where after X seconds it will either despawn or die (you choose).
- Fixed compilation error on Unity 3.5.7.
- Added Custom Events feature, which Triggered Spawners can now use. You can make them distance-based, so that all Triggered Spawners within a certain distance will spawn a wave they specify for that event. Can also spawn the wave items looking at the event origin point. This can make enemies attack a player when a custom event happens. Very powerful!
- Playmaker custom actions for Triggered Spawners have been updated for Custom Events, please reinstall the custom actions from the new version or you will not be able to compile.
- Behavior Designer tasks for Triggered Spawners have been updated for Custom Events, please reinstall the custom actions from the new version or you will not be able to compile.
- Added new Example Scene 5 for Custom Events.
- Added CustomEventReceived method to Triggered Spawner Listener & Playmaker Listener for Triggered Spawner.
- Moved Use Music Settings and Syncro Spawners Off buttons inside "Use Global Waves" section in Level Settings.
- Added CoreGameKitFireCustomEvent Playmaker Custom Action.
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Post by DarkTonic Dev on Sept 16, 2014 0:47:20 GMT
Attention users: I will be traveling for the next 7 days. I will probably have zero internet access, so I will respond to any email / forum questions after that. Sorry it this keeps anyone waiting on answers. If Eric (DT) can answer any questions, he will. Please update to the latest version before reporting bugs to make sure they aren't fixed there.
Thank you and talk soon! -Brian
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Post by DarkTonic Dev on Sept 22, 2014 7:53:48 GMT
Core GameKit V3.2.2.9 changelog includes "boss enemies"! Changelog: - Added a button to Pool Boss so you can now click the yellow "X/10 spawned" text to select them all in the Hierarchy.
- Added a public property "SpawnedFromObject" to Killable so other scripts can read the spawner, if any.
- Changed confusing icons to actual text buttons (expand all / collapse all / Add).
- Added DeathDelayStarted method to Killable Listener, so you can play a death animation or other effect.
- Moved game over music settings into Use Global Waves section where it belongs.
- Fixed bug: - game over music mode shouldn't do anything when global waves are off. It logged an error when game over is triggered.
- Added new methods SpawnOutsidePool and SpawnInPool for PoolBoss. This allows you to specify the parent Transform when the object is spawned.
- Removed support for Pool Manager. SpawnUtility.Spawn and Despawn methods are removed and now PoolBoss.cs is used directly. If you are using Core GameKit's Behavior Designer tasks or Playmaker Custom Actions, you will need to reimport those updated packages to compile again.
- Added ability to make "Composite Killables". This allows you to, for instance, have a destroyed version of several turrets (or other secondary enemy "parts") on a larger object, like a boss mothership or fortress. Added "Keep Same Parent" checkbox (defaults to true) for Killable Death Prefab to enable this. However, it is a known issue that there is currently no way to respawn the larger object in its original state if one or more of its sub-Killables has changed. Unity does not provide a way to revert prefab instances at runtime. Therefore, you cannot reuse "Composite Killable" objects from the pool if you use this feature and have destroyed or despawned a child. Core GameKit will set the prefab to disabled instead of returning it to the pool when they are destroyed or despawned if they have had any children Killables destroyed or despawned. If they have not, they will be able to respawn and will return to the pool as normal. Make sure to not turn on any despawn checkboxes on the child Killables (like Invisible), because if they despawn before the parent, the parent also will not return to the pool when it dies or despawns. Composite Killables can have multiple levels of sub-Killables.
- Added new example scene for Composite Killables with a 3-level deep Hierarchy of Killables (a boss enemy) which rotates turrets to fire at you. This can be done with zero coding.
- Moved Invincibility Settings into its own section in Killable.
- Added "Invincible while children alive" checkbox, which will make sure a Composite Killable's top-level object cannot take damage while any of its children Killables still exist.
- Add an option under Invincible While Children Alive to disable colliders on the top-level Killable as well while children alive.
- Moved Killable and Click To Damage scripts into a new Combat folder instead of Utility folder. They also now appear on the Component -> DarkTonic -> Core GameKit -> Combat menu instead of Utility.
- Custom event receivers now have an option to "look at" event (the things they spawned already did, this rotates the spawner as well).
- Added ClickToKillOrDamage2D script for 2d games.
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jay
New Member
Posts: 13
Posts: 13
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Post by jay on Oct 3, 2014 16:19:47 GMT
To help others (like me) who couldn't find the "Subscribe to Thread" Button  , you have to do the following: 1) Bookmark the thread using the Actions pull down menu at top right of Thread Page. You will not get notiifcations via email by default so if you want to get notifications for a new/updated post, then you will need to enable this: 2) Go to your Profile and Find & click the "Edit Profile" button 3) Choose the Notifications Tab, and set the " when a bookmark is updated" option to how you want to get notified (i.e. email, or just on the page) Also to DarkTonic Dev, if you have the option you might want to lock this thread to stop others posting to it so its for your use only?  Thanks. I was looking for a "subscribe" button or link.... 
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