YouGroove Posted August 12, 2013 Share Posted August 12, 2013 I was wandering, it is possible to pass variables between FlowGraphs ? Or must we just search for the object pivot having the flowgraph, and read it's script parameters (this is what i done as i don't know if we can pass variables) It would be great to be able to define general variables used in Flowgraph components.only and that they could share and use. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted August 12, 2013 Share Posted August 12, 2013 If you define an input as having some parameters, the connector line will show dots on it. One for each parameter in order form left to right. Then in the script that has the variable you want, make a getter function and put --arg at the end of the function name like: function Script:GetHealth()--arg return self.health end This getter will show up in the node and you can drag it to one of the parameters on the connector line. When the input is raised, the engine will call every getter function hooked up to each parameter for the input function. So for an example, let's say the above function is part of your Player script, and that your Player script raises an OnHurt event. Let's also say you have a HUD.lua file that has an Input called UpdateHealth(value), where you want value to be the players health. You would hook up the Players OnHurt event to the HUD's UpdateHealth(), and 1 dot would show up in the middle of that connector line (because it has 1 parameter), where you would hook up Players:GetHealth() getter to this dot. Now when OnHurt is fired, it'll call GetHealth() and pass that value to UpdateHealth() and now your HUD can display that value for the players health. You've just passed the health variable from the Player script to the HUD script! I agree, it would be pretty cool to have variables in the flowgraph as well, but again we can simulate this using this method. Each variable would just be node, and we'd make a script for the variable. Variable script Script.value = 0 function Script:GetValue()--arg return self.value end It's not ideal but it could work. I was playing around with an idea of making a script called GetProperty, where it has an exposed text property which would be the variable name you are after from a given script. It's a little confusing and is just easier to make a getter in the given script and make it --arg. 2 Quote Link to comment Share on other sites More sharing options...
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