1. #551
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Ok, I understand imo.

    It would be great if we would replace the #of logic card label to a DLC required label, to show if you need DLC or not,
    like nannerdw's two axis face tutorial or your enemy cam tutorial needs DLC, so it's would be "required", and the older and dasraiser's gun tutorial doesn't need the DLC tools, so, it is "not required".
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  2. #552

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

    Originally Posted by Blastergamer
    Ok, I understand imo.

    It would be great if we would replace the #of logic card label to a DLC required label, to show if you need DLC or not,
    like nannerdw's two axis face tutorial or your enemy cam tutorial needs DLC, so it's would be "required", and the older and dasraiser's gun tutorial doesn't need the DLC tools, so, it is "not required".
    Sounds sensible. No need to replace the logic card column though just add a new one in.
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  3. #553

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

    Added tutorial after request from DeadEXIT:

    Random obstacle generation

    I know there are more complicated and better ways, but this should be the easiest method to begin with.
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  4. #554
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    Added tutorial after request from DeadEXIT:

    Random obstacle generation

    I know there are more complicated and better ways, but this should be the easiest method to begin with.
    g'day

    you should have a play with the switch filter, pass the random number to the comparison value at the top and set the switch values, so case 1 would be 1 and its impulse goes to the 1st object, case 2 value =2 and again its impulse goes to object2.

    the switch filter is the same as a generic filter set on Equals and compares the input against all case values, if none is found it outputs an impulse to default, this is handy if you need to test against more than 4 values as the default is sent to the next switch with the case values in that carrying on the sequence.

    so example

    select_function=1
    impulse->switch (compare select_function against)
    {
    case1 value=1:make visible
    case2 value=2:move object
    case3 value=3:test bounds
    case4 value=4:handle sound
    default: next switch
    }
    impulse from default->next switch (compare select_function against)
    {
    case1 value=5:make invisible
    case2 value=6:make shoot
    }

    the 'Select Filter/Event' in the switch always sends the impulse to case1, as far as i can tell.
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  5. #555

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

    Like I said I'm sure there are better ways, I'll leave it as it is and call it a pre-DLC version. I did it from memory and haven't tested it, if the guy that requested it has any issues I'll redo it but it seems to have worked for now
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  6. #556
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    Like I said I'm sure there are better ways, I'll leave it as it is and call it a pre-DLC version. I did it from memory and haven't tested it, if the guy that requested it has any issues I'll redo it but it seems to have worked for now
    sorry dude, wasn't saying what you did was pants or anything far from it and from what i can tell it looks solid, so should do the trick.

    i was just saying about the switch filter is all, im not sure if it will be worth doing a tutorial on that, unless you want to change your latest tutorial so it becomes a tutorial more about the switch filter
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  7. #557

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

    It's cool, no apology needed and no offence taken

    I've never used the switch filter, so I'm not really in a position to write a tutorial for it. Probably why I didn't realise it could be used here
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  8. #558
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Did anyone noticed that this tutorial isn't fully accurate?: Copying Physics with Global OPE
    It copies the movement, that's right, but you cannot move it to anywhere you want because it would just always stay in the physics-on-object's pivot's position.
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  9. #559

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

    Originally Posted by Blastergamer
    Did anyone noticed that this tutorial isn't fully accurate?: Copying Physics with Global OPE
    It copies the movement, that's right, but you cannot move it to anywhere you want because it would just always stay in the physics-on-object's pivot's position.
    You are right. It needs an operator inbetween at least one axis to distance the OPE object from the physics based one.

    Go ahead and adjust it, Luthanick won't mind he's been gone ages.
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  10. #560

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

    I just had a thought about the tutorial for the object information delay filter. While I have used it to have one object follow the path of another, the exact same set-up could be used for action replays if that's useful to anyone.

    All you would do, is use the same logic setup for each moving object in your game, but turn the end OPE off. Then when you want the "replay" to occur, just turn any OPE's you have off, and the ones in the tutorial on, and the game will replay from which ever point you have selected for the delay, up to 16.6 seconds maximum.
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