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.Originally Posted by Blastergamer
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'dayOriginally Posted by JaminBen007
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.
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.Originally Posted by JaminBen007
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![]()
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![]()
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.Originally Posted by Blastergamer
Go ahead and adjust it, Luthanick won't mind he's been gone ages.
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.