Absolutely brilliant series and seriously looking to finishing it and keep the type flowing! I am having a bit of an issue though; at around 17:16 during the harvest item task -- as far as I can tell from output console all tasks are registering and completing as they should, but I am getting an error throw once the harvest progress has reached 1. Invalid get index '2' ( on base Array ) -> where the array is the GetCurrentSubtask return value I have scoured the Gitlab and the video to find where I messed up but I have no idea, and printing to console hasnt yielded any results as the task gets completed successfully.
Guys who're watching this series, just hit the like button and leave a comment, it's so easy, this awesome series should get much more attention. Thank you!
in this line to add the task "taskManager.AddTask(Task.TaskType.Harvest, self)" how would you make it so I can reference the "self" from anotehr scene, like an ui in control node? I would like to make my ccommand to add task by an button on an separated scene but I can`t seem to figure it out, if you have the spare time to give it would be really helpfull
For me, once that function passes the info to the task manager, I can access the task from there. For what you're trying to do, you just need to store a reference to it when you click on it, or however you select it, and then pass that on when you press your button. When you say a separate scene though, if you're talking about changing scenes and passing info across you'll need to play with Singletons (Autoload), I feel like you just mean a different scene in your current level, in which case you just need its place in the scene tree, either compared to the class calling it $"../" or the root $"/root" If you're in a control node, I'd just have it have a reference to the task manager, the same way I've currently got references to the task manager from items and other things being spawned in.
I think the only place that get_path() is called is in the new SpawnItemByName() function. I add it at 08:14. But if that is finding a null then you must have put something wierd into your itemPrototypes array. There shouldn't be any nulls in there, it gets loaded up by the new LoadItemPrototypes() method If you're still having trouble, compare what you've got to my latest in the git repo gitlab.com/realrobots/rimworldripoff/-/tree/c060ec2185f89063f28677db70ef98575caa3df8
12:17 "Hey mate. You've been clicked."
I told myself if I could figure out how to make a pawn do basic tasks, I'd try making my own game. Thanks to you, I am far beyond that! Keep it up!
Great videos, reallly enjoying the series, keep it up!
Absolutely brilliant series and seriously looking to finishing it and keep the type flowing! I am having a bit of an issue though; at around 17:16 during the harvest item task -- as far as I can tell from output console all tasks are registering and completing as they should, but I am getting an error throw once the harvest progress has reached 1.
Invalid get index '2' ( on base Array ) -> where the array is the GetCurrentSubtask return value
I have scoured the Gitlab and the video to find where I messed up but I have no idea, and printing to console hasnt yielded any results as the task gets completed successfully.
Guys who're watching this series, just hit the like button and leave a comment, it's so easy, this awesome series should get much more attention. Thank you!
Great series! Very informative
Is it better to split the task into multiple?
in this line to add the task "taskManager.AddTask(Task.TaskType.Harvest, self)" how would you make it so I can reference the "self" from anotehr scene, like an ui in control node?
I would like to make my ccommand to add task by an button on an separated scene but I can`t seem to figure it out, if you have the spare time to give it would be really helpfull
For me, once that function passes the info to the task manager, I can access the task from there.
For what you're trying to do, you just need to store a reference to it when you click on it, or however you select it, and then pass that on when you press your button.
When you say a separate scene though, if you're talking about changing scenes and passing info across you'll need to play with Singletons (Autoload), I feel like you just mean a different scene in your current level, in which case you just need its place in the scene tree, either compared to the class calling it $"../" or the root $"/root"
If you're in a control node, I'd just have it have a reference to the task manager, the same way I've currently got references to the task manager from items and other things being spawned in.
@@real_robots I'll try it out, thank you by a lot!
I got this "Attempt to call function 'get_path' in base 'null instance' on a null instance." and can't find where is the problem, can someone help?
I think the only place that get_path() is called is in the new SpawnItemByName() function. I add it at 08:14.
But if that is finding a null then you must have put something wierd into your itemPrototypes array. There shouldn't be any nulls in there, it gets loaded up by the new LoadItemPrototypes() method
If you're still having trouble, compare what you've got to my latest in the git repo
gitlab.com/realrobots/rimworldripoff/-/tree/c060ec2185f89063f28677db70ef98575caa3df8
@@real_robots man I swear, when I'm done with my game, half of what I make will go to you
Keep going bro 💪🏻❤
Man you are really reading my mind when realeasing these videos
This is such a great series!