Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Jul 20, 2018 16:13:54 GMT
That wasn't happening in earlier versions, they must have screwed up something  Great, i'll forward this to Jean, thanks.
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Post by DarkTonic Dev on Jul 20, 2018 18:35:02 GMT
Ok.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Jul 20, 2018 20:34:30 GMT
Btw, i tested it in empty project with only two objects pooled, and yes, i get the pool boss initialization thing if i spawn things too fast, and that's ok, but i don't understand how come that doesn't appear in earlier versions.
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Post by DarkTonic Dev on Jul 20, 2018 21:16:25 GMT
I don't either.
Bottom line, your FSM trying to spawn things before Pool Boss is done initializing and that will never work.
How do you have the "frames to initialize" setting set?
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Jul 21, 2018 4:59:09 GMT
To 1. In an empty project, when i set it to two, i get the error since the action fires in the first frame. When i set it to 1, and postpone spawning for second frame, everything's ok. No doubt, something's changed in new PM version, check this out:  The way it worked, FSM didn't fire up until object was spawned, now it is as soon as it is instantiated in the pool.
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Post by DarkTonic Dev on Jul 21, 2018 16:48:10 GMT
Did it start breaking when you updated playmaker or core gamekit?
Did you have it set to 2 frames before and it worked?
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Jul 21, 2018 19:05:55 GMT
It worked before whatever i set because FSM didn't fire on instantiated objects, so this is solely a Playmaker issue (or a deliberate change in wanted behavior). Anyway, CGK's all fine, there's only difference that latest Playmaker version users won't be happy with the latest events 
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Post by DarkTonic Dev on Jul 21, 2018 19:27:12 GMT
Yeah ok, well you should probably let Playmaker author know and let me know if they are unaware of this change because it's not good.
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