I'm having issues.(surprised?) I'm making a music tune that has bent notes in it, so for the bent notes I have separate sound sources for each one, since I have to use a linear data source for the pitch, instead of the set value event. For the rest of the tune it uses the set values and delay timers.
My problem is the bent notes don't transition well with the regular set value notes since you hear the annoying blip from the sound starting. I just want everything to be smooth. How does this stuff work?
most of the sound sources blip/glitch, however if you have enough tracks you can probably smother this.
setting this up should be a matter of enabling the CDS with the start set to the base note and the end to the final note with the duration as desired.
if your sound source is looping, tie the CDS start to an SVE passing notes to it, as the CDS is disabled and its offset is at 0 it should just output the SVE value until you require the bend, then just set the end note up its duration and enable the CDS.
hope this helps some, or points you to a solution.
Does anyone know how to 'glue' a glue group (1 area affect with 3 dust effects) to the rider himself? Apparently it's been done before but I can't find anything about it, but the purpose is to create the illusion of a blizzard without throwing down tons of particle effects, instead laying down only 3. Would prefer layman's terms if possible considering I don't quite know too much about the editor (most complex thing I made was a police siren with alternating lights). Was told to post this question in this topic but I'm sorry if this isn't the right place, and if it isn't, I'd be happy if someone could direct me to the right topic.
Rather than actually glue it to the rider, you can set an OPE so that they follow the rider. NasT65 has already made a tutorial for this using rain as the object following. But if you select the glue pivot as the OPE target, the same will work for what you want to do.
https://docs.google.com/drawings/d/1...zS0/edit?pli=1
Awesome, thanks a ton man. Works like a charm.![]()
I'm sure this is a known thing by the editor savvy, but I've recently been paying attention to the leaderboard times between tracks that use the finish line and tracks that end with triggers. Finish lines give you perfectly accurate times down to the thousandth, whereas triggers only count 60 ticks in a second, taking things down to the 16/17 hundredth.
Is it possible to make the extra timers calculate as accurately as the built in game clock? If so, I think that would be a good add for the tutorials...unless its in there and I didn't see it.
maybe with curved datascourcesOriginally Posted by Stllbreathnbuty
i think if you teleport the driver to finish line you get an accurate time instead of using an end event
If you change it to a skill game, then it MIGHT be possible without the teleport, but sparkierjonesz solution is the easiest way I know of. As far as I know the logic all happens in ticks, so anything done with logic will have this rounded time error. Has anyone had any luck with logic outside the tick intervals?Originally Posted by sparkierjonesz
as far as i can tell an impulse chain will complete even if its longer than 1/60th, some code im playing with never really ends, it loops and takes about 2.5 ticks to complete, it is also possible to create short loops that finish well inside a tick and may fire several times a tick.Originally Posted by Luthanick
take this example
Interval Trigger (1 tick,Reset When Enabled or Disabled [X],1 tick disable) -> SVE(Increment 1->VDS)->SE(On->Interval Trigger)
this creates a loop that the game doesn't mind, the State Event On resets the Interval Trigger, this causes the IT to trigger almost immediately, or at least when the stack pointer gets to it.
now if you extend the example so the SE points to another IT->SVE->SE->IT->SVE->SE->beginning IT you will find the VDS counts faster then just a single IT(no disable after tick)->SVE incrementing another VDS (for comparison)
i don't think this is going to stop any rounding errors (although why anyone would not just move the end gate to the correct location unless its a skill game, is unclear to me), not sure why there is this error from what i've observed, so maybe using an SE(on)=>IT(disabled,1 tick,1 tick disable)->end event would trick the game to firing the end event with more accuracy, bare in mind most all of the game logic would have to use this method to start an impulse chain.
i may have a play with this, i'll post any results i find if i do.
I think I finally have all the tutorials linked in the index now!! It's MUCH easier to browse for a topic you want. Also got tothfps' videos linked in, but wasn't sure how to categorize them. Jarr3tt88 also has some tutorial vids right? Maybe those could be added to. If you add a new tutorial link it into the list too please. It's super easy. The only hard part is to make the link show up right you type =hyperlink("URL","Text")
That's it. Put the URL in the first quotes and the text you want people to see in the second quotes.
So there are actually 56 tutorials nowWeb needs to get back so he can update this sucker. I'll hopefully be able to add a few more here soon. Life has been rather busy for me recently.
Here's the link to the index: Tutorial Index
Das, that is interesting. Doesn't sound like something that would give the same precision as the game clock, but maybe it could.