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  3. State Machine: Best way?

State Machine: Best way?

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  • D Deeeds

    @Jack8680 Do you mean the Scene Editor setting of attributes is required before they're initiated in the Behaviour Editor, where they're created, edited and utilised?

    If so... WHY?

    Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by
    #17

    @Deeeds Attributes work by setting a certain attribute of a certain object, each attribute of that object is given a key, which is then used to get and set Attributes. You can either use Predefined keys, or you can use dynamic keys where instead of selecting a key you type it in (this allows for the creating of new keys while the project is running).

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    • Aidan_FireA Aidan_Fire

      @Deeeds Attributes work by setting a certain attribute of a certain object, each attribute of that object is given a key, which is then used to get and set Attributes. You can either use Predefined keys, or you can use dynamic keys where instead of selecting a key you type it in (this allows for the creating of new keys while the project is running).

      D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #18

      @Aidan-Oxley Yes, I got all that, the first 3 times.

      The problem is... they're not working in the Behaviour Editor.

      Aidan_FireA 1 Reply Last reply
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      • D Deeeds

        @Aidan-Oxley Yes, I got all that, the first 3 times.

        The problem is... they're not working in the Behaviour Editor.

        Aidan_FireA Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by
        #19

        @Deeeds How are they not working? First you actually have to give the object an attribute key and default value. Best way to do this would be to just find the attributes tab when selecting the object in the scene editor, then press the plus button. After creating an attribute, if you select the object in get or set attribute, the attribute should come up in the Predefined list.

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        • Aidan_FireA Aidan_Fire

          @Deeeds How are they not working? First you actually have to give the object an attribute key and default value. Best way to do this would be to just find the attributes tab when selecting the object in the scene editor, then press the plus button. After creating an attribute, if you select the object in get or set attribute, the attribute should come up in the Predefined list.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #20

          @Aidan-Oxley Why in the Scene Editor?

          They have no use in the Scene Editor.

          Why this extra round trip out to the Scene Editor to "create" something that's already been created?

          What am I missing from understanding what these things are?

          iTap DevelopmentI MurtazaM 2 Replies Last reply
          0
          • D Deeeds

            @Aidan-Oxley Why in the Scene Editor?

            They have no use in the Scene Editor.

            Why this extra round trip out to the Scene Editor to "create" something that's already been created?

            What am I missing from understanding what these things are?

            iTap DevelopmentI Offline
            iTap DevelopmentI Offline
            iTap Development
            wrote on last edited by
            #21

            @Deeeds for predefined, create them in the scene editor, for dynamic creat them in the behavior.

            1 Reply Last reply
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            • D Deeeds

              @Aidan-Oxley Why in the Scene Editor?

              They have no use in the Scene Editor.

              Why this extra round trip out to the Scene Editor to "create" something that's already been created?

              What am I missing from understanding what these things are?

              MurtazaM Offline
              MurtazaM Offline
              Murtaza
              Admin
              wrote on last edited by
              #22

              @Deeeds said in State Machine: Best way?:

              @Aidan-Oxley Why in the Scene Editor?

              They have no use in the Scene Editor.

              Why this extra round trip out to the Scene Editor to "create" something that's already been created?

              What am I missing from understanding what these things are?

              You do it in the scene editor because you're giving a specified object it's own attribute or property.
              Think of it like how each object has it's own mass. You can adjust the mass right from the main editor with out having to use a behaviour. The attributes are designed so you can do this same quick change with any custom parameter you create.

              For example, say you create an attribute that defines the difficulty of an enemy. You can duplicate this enemy, and quickly change the difficulty with out going into the behaviours and changing anything there.

              The ones you create inside the behaviour editor under "dynamic" are generated at runtime.

              D 1 Reply Last reply
              1
              • MurtazaM Murtaza

                @Deeeds said in State Machine: Best way?:

                @Aidan-Oxley Why in the Scene Editor?

                They have no use in the Scene Editor.

                Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                What am I missing from understanding what these things are?

                You do it in the scene editor because you're giving a specified object it's own attribute or property.
                Think of it like how each object has it's own mass. You can adjust the mass right from the main editor with out having to use a behaviour. The attributes are designed so you can do this same quick change with any custom parameter you create.

                For example, say you create an attribute that defines the difficulty of an enemy. You can duplicate this enemy, and quickly change the difficulty with out going into the behaviours and changing anything there.

                The ones you create inside the behaviour editor under "dynamic" are generated at runtime.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by Deeeds
                #23

                @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                What I don't understand is the limited design of their operability.

                If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                Take your Mass example, as an example.

                I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                Aidan_FireA Michael KhalfinG 2 Replies Last reply
                0
                • D Deeeds

                  @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                  What I don't understand is the limited design of their operability.

                  If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                  Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                  Take your Mass example, as an example.

                  I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                  I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                  Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by Aidan_Fire
                  #24

                  @Deeeds If you use Set Attribute with a dynamic key and give it a name, when the behaviour is run and that key doesn’t exist yet it, will create a new attribute with that key. Predefined is just another option for games where you don’t want to dynamically add new keys, but you just want the key to be there from the start.

                  1 Reply Last reply
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                  • D Deeeds

                    @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                    What I don't understand is the limited design of their operability.

                    If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                    Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                    Take your Mass example, as an example.

                    I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                    I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                    Michael KhalfinG Offline
                    Michael KhalfinG Offline
                    Michael Khalfin
                    wrote on last edited by
                    #25

                    @Deeeds There is no problem. None.

                    Stop making stuff out of nothing.

                    D 1 Reply Last reply
                    1
                    • Michael KhalfinG Michael Khalfin

                      @Deeeds There is no problem. None.

                      Stop making stuff out of nothing.

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #26

                      @GameCRAZY Run along.

                      Michael KhalfinG 1 Reply Last reply
                      -1
                      • D Deeeds

                        @GameCRAZY Run along.

                        Michael KhalfinG Offline
                        Michael KhalfinG Offline
                        Michael Khalfin
                        wrote on last edited by
                        #27

                        @Deeeds Some of us have been here since day 1, and we have submitted less "problems" than you have in one week.

                        D 1 Reply Last reply
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                        • Michael KhalfinG Michael Khalfin

                          @Deeeds Some of us have been here since day 1, and we have submitted less "problems" than you have in one week.

                          D Offline
                          D Offline
                          Deeeds
                          wrote on last edited by
                          #28

                          @GameCRAZY If you're not going to help with my understanding of this problem, recognition of this as a problem or inconsistency or otherwise. Run along. Please.

                          You're not helping.

                          1 Reply Last reply
                          0
                          • MurtazaM Offline
                            MurtazaM Offline
                            Murtaza
                            Admin
                            wrote on last edited by
                            #29

                            Guys lets keep this civil.

                            While we appreciate our passionate users trying to defend the app, we know it's not perfect.

                            We also really appreciate the passionate users who are willing to give their feedback and information.
                            We know hyperPad has tons of room for improvement. Somethings we couldn't do based on timing, or they rely on something else. Other features we decided not to include on purpose. But in the end when users give their feedback it really helps us prioritize, and helps us find things we missed.

                            We're all here for the same reasons, and we all (hopefully) want hyperPad to be awesome. :).

                            1 Reply Last reply
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