Re: Visual Flowchart Editor Tutorials {34} and counting...
Quote:
Originally Posted by k2nph
I want to know how to do two things to make my first person game work. Can anyone tell me or show me how to 1: have custom spawn places in a 3d space. Ex: you make contact with a fail zone 2: be able to activate things within an area trigger? example: pressing X next to a lever.
hi, there is an example 1st person, not sure about respawning , all i know is if you OPE on a physics joint, you have to OPE the whole group of objects, as for the last pressing X next to a lever, use an impulse clamp as an AND gate http://forum.redlynx.com/forum/image...on/biggrin.gif
Re: Visual Flowchart Editor Tutorials {34} and counting...
I'm very aware of the examples for copying purposes. And... I'm not sure I follow what your saying about the button commands. I am not adept with impulse clamps, though I'll mess with them and see if I get lucky.
Re: Visual Flowchart Editor Tutorials {34} and counting...
the impulse clamp took me awhile to figure out, the labelling is rather obfuscated. all it does however is wait a period of time so it can collect impulses sent to it from any number of sources and then outputs an impulse if it receives said number of pulses, ive not messed around with the max from to see how it handles the number of output impulses, normally i just set this to 1.
top down in the parameters,
Min Impulses to:- number of impulses to receive before it can output
Max Impulses from:- number of impulses clamp can send(?), this may work the same as the interval tick disable after N
Wait ticks: amount of time the clamp has to receive Min Impulses to.
i'm going to have to play with this one some more as im not 100% sure how it handles things like, out of time, max from and even the tick delay between max from.
will post a doc when im happy i understand this.
Re: Visual Flowchart Editor Tutorials {34} and counting...
I can make the clamp do the lever animation if I only set the minimum impulse to to 1, making the clamp redundant, as it's just an area trigger setting off an impulse. I think I want the minimum impulse to to be 2, so that I have to be in the area trigger aAND have to Peres the x button. That's where it doesn't work, I don't know if Im wiring the x button command properly to fire an impulse to the clamp.
Re: Visual Flowchart Editor Tutorials {34} and counting...
Ooooohhhhh. I got it. Thank you for that. I set the wait for 1 tick, I though that was how long it would take to send the outgoing impulse. Confuzing lol. Got it though http://forum.redlynx.com/forum/image...on/biggrin.gif
I still would like to know about custom spawns in a 3d space if anyone could help, I saw somewhere that it was believed to be possible.
Re: Visual Flowchart Editor Tutorials {34} and counting...
I'd imagine the 3d respawn would be something along the lines of using a checkpoint trigger (so you can use the B button) to activate an ope on the "person" to the spot (checkpoint) you desire. Some data sources would keep track of the x,y, and z position for the checkpoint and an area trigger would update the x,y,z to the new checkpoint position. Haven't tried this myself, but that's the first thing I would try.
Re: Visual Flowchart Editor Tutorials {34} and counting...
Quote:
Originally Posted by Luthanick
I'd imagine the 3d respawn would be something along the lines of using a checkpoint trigger (so you can use the B button) to activate an ope on the "person" to the spot (checkpoint) you desire. Some data sources would keep track of the x,y, and z position for the checkpoint and an area trigger would update the x,y,z to the new checkpoint position. Haven't tried this myself, but that's the first thing I would try.
Ouch, sounds like you wanna make my brain hurt http://forum.redlynx.com/forum/image...s/icon/doh.gif. Thanks Luthanick. I'll try and make sense of it.
Re: Visual Flowchart Editor Tutorials {34} and counting...
yeah custom spawn is tough, all i can suggest is if your character is physics bases, is to OPE all object parts on either side of the joint(s), ie glue groups or single objects connected to the physics joint(s), by far the easiest method is to use local movement, but if it can't be done with local movement, you have to set up the following:-
create a glue group that has dummy objects that are located where the center of each physics connected object/group is, this is like a skeleton of the custom character.
spy on each of those dummy objects in the glue group with object position info XYZ, these will be used when you want to OPE each part of the custom character to its corresponding center.
(note:make sure all the dummy objects are set to decoration only, as they have physics bodies and can create some annoying collision problems)
now when you want to respawn the custom character you need to
1: OPE the glue group of centers to the spawn location
2: OPE all custom character parts to the correspond location in the glue group using the object pos info
(you may want to disable physics before you OPE the objects)
wow this even sounds confusing to me :/ if i can explain this better i will http://forum.redlynx.com/forum/image...n/confused.gif
Re: Visual Flowchart Editor Tutorials {34} and counting...
Haha, don't hurt yourself in the process. I'll have lots of other things to experiment with for the time being, no hurry.
Re: Visual Flowchart Editor Tutorials {34} and counting...
Jeez, new issue, I tried using OPE's to area conditions. I put them to the coordinates of my character and activate them through delays as the time goes by so it creates a day and night cycle. HOWEVER, when the area conditions are positioned on me with OPE's, the character is suddenly able to repeatedly jump, which wasn't the case before. It does the same thing By the way when the character stands in an area trigger, less of an issue, still not good.