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Dude thanks so much for spending your time to help me out. Your method is WAY more efficient than mine was (and yours actually works unlike mine lol)! I hope you don't mind that i slightly modified it to include a variable data that can be used to determine the speed (in m/s) throughout the entire journey. I removed the get vectors (i wasn't interested in changing the curve type) and replaced the speed time column with a simple speed calculator using the distance between the two active points. Also, removing the vector part made it easier to expand since i didn't have to change the data to correspond with each new point i added. Here is a picture. hopefully you can make it out.
http://i.imgur.com/i3MY9rj.png
Thanks again! <3
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Ok, so i just saved this to my favourites.... Now every time i go to select it from my favourites my game crashes.
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I'm glad it was clear and simple enough for you to be able to adapt it to your specific needs. When I was setting it up I was visualizing moving a helicopter around hence why I found changing the curve with every node to be necessary.
Tough luck about the favourites crashing bug though :( I successfully saved my version to the favourites without crashing, so it must be one of the new tool cards you've added. My money's on the Distance Operator. I'm guessing it starts calculating as soon as you highlight that favourite, and since the object menu spins the highlighted objects around by default, it's probably doing a ton of calculations.