1. #631
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Can this 404 error be fixed??
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  2. #632
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Im not having this problem any more i had it once and now its gone!, what are you doing to get this 404 issue as the pages are loading fine for me.
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  3. #633
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser
    Im not having this problem any more i had it once and now its gone!, what are you doing to get this 404 issue as the pages are loading fine for me.
    All folder pops out 404 errors, except the tutorial index.
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  4. #634
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    oh--yeah i see, sent to google team for debug, hope they can sort it
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  5. #635
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Now it is working again, and now they have icon styles!
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  6. #636

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by JaminBen007
    Hey guys, wondering if anyone can help.

    I recently added my tutorial on controlling a vehicle using angular motors, and over the weekend I tried to apply it to a different vehicle.

    The original vehicle I used it on was a car built out of the car parts in the editor. I wasn't trying to make a skill game, just testing the concept. The idea was to enable steering without the use of forces to push the car around. The force method is the most common as it is easier but creates its own set of problems.

    The issue with having regular steering, is that the pivot point does not turn with the front wheels, so if you use a physics joint with 2 axis the wheel will turn to the side but continue to roll forward in the direction the car is facing.

    I thought I'd found a way round this, by attaching the wheel on a full rotational axis to an axle, and then seperately attaching the axle to the car on a separate horizontal axis with limited rotation which controls the steering. This appeared to work well, however on closer inspection the wheel is still wobbling around, but because you can't see the wheels in the example car it looks ok. If you need to steer a vehicle where the wheels are visible it will look dodgy.

    Does anyone have any ideas for a workaround, or know why this might be happening?
    I don't think you can pass the vehicle inspection.
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  7. #637
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    New tutorial, request from blastgamer.

    How to Disable Directional Movement (maze)

    https://docs.google.com/drawings/d/1...AjGva3XmeXfNB4

    Most useful for disabling movement in mazes.
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  8. #638

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    But that means that you'd have to put a trigger on each side of the wall! So if you had a table in your living room, that table would need 4 of these, one for each direction
    I assume the player is moved with OPE in this example? Try this instead:
    Link 4 walls around the player, in one glue group, using a p2p physics joint (disable contact with host). Make them somewhat thick because you don't want them to glitch through the objects. Use the above setup but instead of an area trigger, make 4 Hit Triggers. Set Target1 to the corresponding wall and Target2 to any static object or specific ones.

    Link like this:
    North wall disables UP
    East disables Right
    South disables Down
    West disables Left

    You have just created a 'Bounding Box', which will handle all contact triggers & move with the player. One system that moves when you do. Now create your level and don't worry about what the player can go through - if it's a solid object, they won't.
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  9. #639
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Woah jolan no need to make it complex lol This use is for a maze in particular. What I made is so the character cant go through the wall they're by disabling the right stick.

    I used the method in my maze called Shifty Walls.

    That method you describe would work great for FPS. You're the man with those

    Altho I've only used the example FPS, but I wouldn't see the need to put anything surrounding the player to limit an area. I would just put invisble walls for where I didn't want the character to access and let them free roam. I never saw the example go through walls and such.
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  10. #640

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    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
    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.
    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/
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