Okay, so I'm running into an odd issue with pulling off a consistent effect. This will take a bit of explanation and I'll try to be clear about it.
I have an event in which the rider goes through an Area Trigger, this sends an On Hit impulse to a State Change Event (with a value of 1) I then link this 1 to a... forget exactly, Variable Data Source? which receives a new Set value from the State Change Event. This Variable Data Source is tied to an Impulse Trigger which actives a moving object using some OPE stuff. This part always works, no matter what I do. Object moves from point A to point B every time.
Then I have another Area Trigger which is setup to be triggered by the object I'm moving. In a similar fashion this object On Hit triggers a State Change Event, passed into a Variable Data Source which in this case is tied to an Explosion Effect (the Disabled/Enabled property). This is where it gets weird. If I move from a checkpoint very fast, gunning it basically and go through the Area Trigger that the rider hits, object moves, hits the other Area Trigger and boom goes the dynamite like it should. However, if I get close to the Area Trigger the rider is supposed to trigger and lolligag a bit, then go through, or even just coast through it slowly, the object moves as it should, but the explosion won't trigger. Through the use of a hill, and playing without being in testing mode I've had the rider coast down into the trigger and I've watched to see if any of my events, data sources, etc start doing funny things prior to the rider hitting the trigger. I don't see anything happen early, but for some reason the State Change Event never gets the On Hit pulse from the object colliding with it's Area Trigger if the rider moves through his Area Trigger slowly.
Hopefully I've defined the issue in enough detail without over rambling. Any help would be greatly appreciated.
First, you don't need a SVE or a VDS to enable/disable, just target the things you need enabled/disabled with the state events. Also it sounds like it might be a problem with the physics bubble, try making it larger and see if the problem still happens.
Hmm, well I'll definitely look into cleaning it up to reduce the amount of objects/events I'm using to cause the effect. In regards to the physics bubble, yes I found that if the explosion was too far from the player it wouldn't go off unless they came in range of it. So it'd basically sit in queue until they do (if they ever do). However in this particular case the second trigger if literally right off the driving line (out of range of being triggered by the player but well in range of the physics bubble). From what I can assume, it's like some setting/bug/idk is causing the 2nd area trigger to fizzle after it's inside the users physics bubble for too long (and it's not really long, just 1 or 2 seconds of delay can be all it takes).
Make sure that you have the area triggers disabled after hit. It may be constantly trying to enable and disable while the rider and the object are in contact with the triggers.
To make it consistent, as it does appear to be a physics bubble thing, I'd change your method of setting off the explosion.
Trigger to OPE is fine, but instead of going straight to the set state, I'd set that to an impulse splitter, then one impulse to the set state, and another to an impulse delay, that sets off at the time the object moving by the OPE would hit the trigger.
Well I know both are set to disabled after hit. One thing I just thought of that may work is... Since my OPE uses a starting x,y,z and a ending x,y,z to determine a path. Maybe I could use the impulse splitter method like you mention but put a condition in the middle that will not allow the impulse to pass to the explosion until the x,y,z values I'm feeding into my OPE are == the ending x,y,z values. This would allow me to easily change things later on, such as timing, distance, etc. While maintaining a constant effect.
Any suggestions for how to set up such a condition (assuming you think that's a good idea).
That works.Originally Posted by Zatoichi
Generic filter set to equals would do the trick. I'd avoid getting too complicated on the conditions to set off the event.
In this manner, you wouldn't need the splitter at all, and could leave the OPE as is.
Have an impulse generator (can't think of the correct name) sending an impulse every tick going into a generic filter that uses your objects position number (get from the Curved Data Source) that would equal when you want the explosion to go off.
Hope that makes sense.
EDIT: When I say about getting too complicated, I mean you should just use one value (x, y or z) as it's a bit redundant otherwise.
I'll give that a shot when I get home tonight (most likely). I'll let you know if that change works, thanks for the help.
Just had a thought, gonna be easier if you make the generic filter greater than, and make it true when x (position) is greater than y (where object is when explosion is supposed to go off)
This prevents you needing an exact figure, which with ticks may not actually occur.
Just wanted to let you know the change worked. I split the original impulse to the POE event and a generic filter that check if the current Y was <= the "end" Y. I actually ended up using a custom collision box for the end Y just because the object sometimes spazzes when it reaches the destination and doesn't settle on a single position which bugs out the filter. Anywho, after that I just passed along the true event into another splitter which triggered the explosion and stopped my first impulsemay put a delay timer for the canceling of the impulse as that instantly stops the POE event and can cause me to have to fiddle with the positioning of the object destination and the custom collision box).
I'm hoping to have my track completed sometime this weekend or early next week as I have a lot of vacation time coming up. I'll make sure to post information about my track so you guys can try it out when it's done.