New chart added: https://docs.google.com/file/d/0Bz19...tzcWV2VjA/edit
It shows all of the discrete angle values that can be obtained from the analog sticks.
I wish they would have allowed for finer angle control, but I guess it's limited to 7 values per axis due to the strict requirements of the replay system.
Also, I added a tutorial for the player to toggle between inverted and normal y-axis FPS camera controls.
https://docs.google.com/drawings/d/1...nmRwBv65M/edit
Hi guys,
I've been away from the editor for a while but now I'm making a comeback. Trouble is I've forgotten a lot of stuff and am now re-learning a lot.
I am currently making a skill game where I want to move an object with an OPE along a predetermined but irregular path. I'm using a VDS as my x-axis and increasing this by 1 every tick with an SVE to get my forward motion. That's obviously the easy bit.
What I'm wondering is if anyone else has any thoughts on how to change the angle at various intervals so the object follows a set path and returns in a full loop. I only want to change one angle for now to keep the object on one plane, any thoughts appreciated.
could tryOriginally Posted by JaminBen007
>create a bezier curve by abusing the CDS
>placing dummies down in a loop creating a path and interpolating between -1 0 and +1 paths using either bezier or some weighted formula.
>create a circular motion and modulate the radius so the end point maps to the start over 360degrees.
tough one really, point to point would be easier using delay filters etc but not as smooth and nice as interpolating path points.
Cool thanks for the help. I think those methods may be slightly more complicated that I need, in the end I found a solution and posted a thread here about it, which was then improved.
I needed a flight path for an aircraft, I didn't want something so simple as a circle but also point to point wouldn't work either as the aircraft would not turn naturally.
Thanks for the suggestions though.
Added: Static sound volume determined by distance
It's just like a non static sound source, but it can have a greater hearing distance.
Added Moving an object on an irregular looping path
Credit also goes to sparkierjonesz for his help in streamlining the process.
not sure i understand volume=1-(distance*constant) , as the number could get very large for volume.Originally Posted by Blastergamer
or is it supposed to be (1/distance)*constant=volume?
could go one step further and square the distance before dividing.
Originally Posted by JaminBen007nice
Thanks. Although looking back at it I might alter it a little. The title says "irregular" but the shape the tutorial describes isn't irregular at all. The info is all there for creating an irregular shape it just needs tweaking to show it properly. Maybe a job for this afternoon...Originally Posted by dasraiser
depends on how irregular you want the movementOriginally Posted by JaminBen007
the best way for a chain of corners each with a different timing is
interval triger->state event->delay->state event->delay->state event->delay->state event->delay->state event->delay etc etc
then just connect the state event to the cornering code
if needed i can also give a way to reset an local moved object to its starting position again
Not too "irregular". I was thinking of changing it so the path followed an L shape so show how right and left corners would work.Originally Posted by sparkierjonesz