1. #641
    Blastergamer's Avatar Senior Member
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    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)
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  2. #642

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

    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
    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/
    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
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  3. #643

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

    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
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  4. #644
    Jarr3tt88's Avatar Senior Member
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    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!
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  5. #645
    Blastergamer's Avatar Senior Member
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    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.
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