There is no "half tick" or "half frame" concept.
First there is regular game logic updates, physics releated stuff, synchronization and all sort of things including trigger system components and after that frame is rendered.
I think the order of execution in trigger system is the order when item was added into the track. (Johannes can confirm this).
So if you have multiple visibility events changing states during "tick" or "frame", the last executed event will decide the state of the target.
Well yes, the ticks are farther apart, but would it be visibly noticeable now? rather than a blurry object of some sort?Originally Posted by pzrtak
True thing but the true question is why would you want to make filters actually doing nothing? I don't quite get what you want to achieve? If you want objects to blink you can simply use two data sources that would change visibility with different time intervals.
So there IS a top-to-bottom-type execution system. Ahhhh, thats good then.Originally Posted by sipe
I don't really want to, I'm just exploring the possibilities.Originally Posted by Happyflow
Also, explain that to the people on the last page discussing two different ways to change the weather. It really doesn't matter, they just want to know if its possible.![]()
Yes and no.Originally Posted by JF1zl3
If I got it right the game engine calculates the result of all triggers happening at the same time first. Then it renders a screen.
What happens to your obbject depends on the order the impulses have been created in. Meaning that the object would either stay the way it is or disappear forever. But it would not blink. Correct sipe?
Yes, that's still top to bottom though. This just means that the two triggers need to be occurring at at least 1 tick apart from each other. Even then, it might be what prztak was describing earlier with a blurry-effect or something else strange like that.Originally Posted by Happyflow
Do you just wanna toggle an object from visible and invisible? Its simple.Originally Posted by JF1zl3
Use the visibility event. set to toggle. Use an interval trigger set to how ever fast you want the object to 'flicker' 60 ticks = 1 sec. Every second the object will go on, then another second it will go off.
Happyflow asked the same thing so I'll quote myself for the answer.Originally Posted by Jarr3tt88
Originally Posted by JF1zl3
I thought you were asking a question so I was answering it...lol Was it hypothetical? Am I missing something?
What are you asking to achieve? Now I'm confused.
It was a roundabout way of asking if paradoxical instructions can be given, and how those would resolve, rather than a specific answer.Originally Posted by Jarr3tt88