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Post by Heath Close on Mar 9, 2017 23:14:20 GMT
I can't find any information or any tutorials on how to use Core Gamekit to fire bullets... I use playmaker... I've tried using that to send a custom event to a spawner... nothing happens... I tried the uGUI triggered on button click at the position of my character... nothing happens...
Can someone please... please show me a tutorial or a walkthrough or something on how to fire bullets? I'm absolutely astounded that I can't find this information... this HAS to be a basic function of pooling... why isn't' anyone, anywhere, talking about how to do this?
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Post by DarkTonic Dev on Mar 9, 2017 23:35:57 GMT
If your bullets need to be a "wave", i.e. many bullets separated by incremental angle changes or using a Prefab Pool for random prefab selection or some other spawner functionality, then use a spawner. A "triggered" spawner, where you set up the wave, listening for that Custom Event by name, and you'll need to fire the Custom Event by using the Custom Action that does that.
If you don't need a wave, that's just overkill and extra effort for no return. Instead, just spawn the bullet prefab with the Pool Boss Spawn custom action and be done with it. Single action and nothing else needed.
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Post by Heath Close on Mar 13, 2017 21:00:23 GMT
If your bullets need to be a "wave", i.e. many bullets separated by incremental angle changes or using a Prefab Pool for random prefab selection or some other spawner functionality, then use a spawner. A "triggered" spawner, where you set up the wave, listening for that Custom Event by name, and you'll need to fire the Custom Event by using the Custom Action that does that. If you don't need a wave, that's just overkill and extra effort for no return. Instead, just spawn the bullet prefab with the Pool Boss Spawn custom action and be done with it. Single action and nothing else needed. So I set up the Pool Boss Spawn custom action as you suggested... and this is what is happening... I do not have permission to show the game so I apologize for the blur... I also forgot to mention in the video that the first ammo prefab DOES indeed spawn AT the character... the other 19 in the pool are doing the craziness you will see in the video... Unity 5.5.1f1 Core GameKit 3.2 Playmaker 1.8.3
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Post by DarkTonic Dev on Mar 13, 2017 23:19:59 GMT
It sounds like you're saying it's only supposed to have spawned 1, and it spawns all of them?
Not really going to be able to troubleshoot that but to say: look at the Console screen for spawn #2 and see where that one is originating (name of the class at the bottom of the stack trace). I think it's probably a problem in your FSM itself. Maybe there's another spawn action somewhere that you forgot about. Or something triggered from a spawner. Any way, you can paste the entirety of the spawn #2 Console log here if you can't track down what it means, and I will try to tell you what to look for.
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