Re: Visual Flowchart Editor Tutorials {69} and counting...
Whoa woah Jolan! No need for that complex setup.
I've got the idea how to make it short with coding without physics. Just 4 logic cards required each grid square:
Distance Operator: Panel (target 1 is the character; target 2 is the grid tile - when the character is landing on a grid square, the panel distance has to be ZERO otherwise the wall blocking of that tile won't work)<-operand 1--Two-input operator: Equals ZERO<-Enabled--Interval Trigger: 1 tick--->State Event: Off---> (targets the controller directions)
Re: Visual Flowchart Editor Tutorials {69} and counting...
Quote:
Originally Posted by Jolan
I think I did this right, first time using Google Docs.
This is how to set up a one-time collision detection for any OPE-controlled player. Each side of the bounding box will detect collision with any solid object and disable control fro that direction. This way you don't have to worry about copying Area Detectors all over the place, unless I'm reading your example wrong
http://forum.redlynx.com/forum/image...s/icon_lol.gif
The Bounding Box instead accompanies the player throughout their travels leaving you, the creator, to construct your map without worry of leaving a hole open somewhere.
http://forum.redlynx.com/forum/image...on/whistle.gif
Of course if the player is controlled solely by OPE and there are stairs or inclines of any sort, that complicates things in which you should just be using Physics in the first place! But I'll go over that in another Doc.
https://docs.google.com/drawings/d/1...c_0/edit?pli=1
The 3D player model was found on the net and used without permission, but I hope it's ok here.
http://cghub.com/images/view/326278/
this is a nice and easy way to limit ope movement, i might borrow it one day
or maybe ill tweak it to use the stick value datasources instead of the suggested stick triggers
i see alot of potential for tweaking it http://forum.redlynx.com/forum/image.../icon/cool.gif
Re: Visual Flowchart Editor Tutorials {69} and counting...
Quote:
Originally Posted by Blastergamer
Whoa woah Jolan! No need for that complex setup.
I've got the idea how to make it short with coding without physics. Just 4 logic cards required each grid square....
What do you mean by 'each grid square'? Like moving your piece one square = 1 step?
It looks complex but it's just a few cards x4. What you're looking for could prolly be done easier, I was just inspired by the post to jot this down http://forum.redlynx.com/forum/image.../icon/razz.gif
Re: Visual Flowchart Editor Tutorials {69} and counting...
Everyone codes different lol.
Jolan, he's doing a maze thats why it's one step at a time, grid movement ftw! http://forum.redlynx.com/forum/image...icon/smile.gif
Re: Visual Flowchart Editor Tutorials {69} and counting...
The shortest possible way to disable character passing through walls without using physics in grid form: https://docs.google.com/drawings/d/1...B6OAJM8Ds/edit
It does have 1 downside, see NOTE in the document.
i found a easy way to make water move up and down
Quote:
Originally Posted by
rlmergeuser
I finally found that thread where JJ explained how to move it, and I don't really see what the problem is with moving water. It looks just like moving any other object with an OPE using global instead of local. Am I missing something?
you will just need a physics joint then go to object properties and set type to slider make sure you make the slider arrows point up and down after then set properties to advanced after set target 1 to a object with no physics then target 2 to the water then go to linear settings then linear motor enable the motor now just mess with the -3.00 and the 3.00 to see which way the water goes hope this is easier for you all?
http://youtu.be/Y_0Ew4J5Mg0
I followed The 1st person diagram Correctly and failed ?
Somehow i failed and i followed this so well. Trying other links to the other icons as well. I need a better visual explanation of the first person diagram. L'll record a video of this on how i followed it. Using a well sorted capture card and commentary to describe what i may done right or copied wrong. so you people can help me get a first person linked icons set ready to make my own first person maps.