Is there a built-in way to accomplish this? I basically want to stop the Schematic entirely + restart it when the player triggers it the second time, if it is still running. I'm essentially 'refreshing' it.
I tried using Multi execution with Stop Machine Component and Restart Schematic, and a handful of other steps, the initial machine keeps on chugging even when I trigger it a second time.
I want everything in the machine to stop, and then restart if it is already in the process of running.
Hm, you could do that by using your schematic as a tagged machine and having the trigger machine using the Stop Tagged Machine and Start Tagged Machine nodes.
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Thanks! I did some experimenting and this did eventually work, although I found that it was impossible for Start Tagged Machine to execute directly after Stop Tagged Machine. It simply wouldn't start the Tagged Machine again.
There is one problem throwing the reset off, though! I've found that the Object Blink Visible/Invisible steps does NOT stop when the schematic has stopped, and instead continue to blink for the remainder of the step. Is this a bug?
For context, I'm making timed blocks that appear when you hit a switch. The timed blocks stay for X seconds, then begin to blink rapidly, and then disappear. Hitting the switch a second time essentially restarts the timer, but if I hit the switch while the blocks are blinking, it causes a weird visual bug because it continues with the blinking regardless. Any suggestions?
That's not a bug - stopping a schematic means that it'll only execute nodes that have Execute On Stop enabled. If you start blinking an object or set it invisible, it'll stay that way unless you have another step that stops that behaviour and it's executed on stop.
Post edited by gamingislove on
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Hmm, I do have some Make Invisible steps set to Execute on Stop; I guess the problem is that upon stopping, the Object Blink Visible/Invisible continues regardless if it's already in the process of blinking, so it quickly undos the Execute on Stop steps. Is my only alternative to create a big line of visible/invisible nodes with small Waits between them? That way if I stop, there would be no ongoing steps that require a few seconds to complete.
Hm, can you send me a Unity test project with your setup?
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However, adding a wait of 0.1s inbetween the two steps allowed it to work.
http://i.imgur.com/2PFvOmE.png
There is one problem throwing the reset off, though! I've found that the Object Blink Visible/Invisible steps does NOT stop when the schematic has stopped, and instead continue to blink for the remainder of the step. Is this a bug?
For context, I'm making timed blocks that appear when you hit a switch. The timed blocks stay for X seconds, then begin to blink rapidly, and then disappear. Hitting the switch a second time essentially restarts the timer, but if I hit the switch while the blocks are blinking, it causes a weird visual bug because it continues with the blinking regardless. Any suggestions?
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!