logo hyperPad Forum
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Search
    • Login

    State Machine: Best way?

    Scheduled Pinned Locked Moved
    Help and Support
    6
    29
    1.0k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Aidan_FireA
      Aidan_Fire @Deeeds
      last edited by

      @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 1 Reply Last reply Reply Quote 0
      • D
        Deeeds @Aidan_Fire
        last edited by

        @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 Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Deeeds
          last edited by

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

          1 Reply Last reply Reply Quote 0
          • MurtazaM
            Murtaza Admin @Deeeds
            last edited by

            @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 Reply Quote 1
            • D
              Deeeds @Murtaza
              last edited by 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 GameCRAZYG 2 Replies Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @Deeeds
                last edited by Aidan_Fire

                @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 Reply Quote 0
                • GameCRAZYG
                  GameCRAZY @Deeeds
                  last edited by

                  @Deeeds There is no problem. None.

                  Stop making stuff out of nothing.

                  D 1 Reply Last reply Reply Quote 1
                  • D
                    Deeeds @GameCRAZY
                    last edited by

                    @GameCRAZY Run along.

                    GameCRAZYG 1 Reply Last reply Reply Quote -1
                    • GameCRAZYG
                      GameCRAZY @Deeeds
                      last edited by

                      @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 Reply Quote 0
                      • D
                        Deeeds @GameCRAZY
                        last edited by

                        @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 Reply Quote 0
                        • MurtazaM
                          Murtaza Admin
                          last edited by

                          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 Reply Quote 1
                          • First post
                            Last post