Is it possible to link more than one OPE to a single item/glue group so that one can pick up where the other left off?
An example would be a crane which swings (as an example 45deg) onto the driving line and then
Once the driver has hoped off the crane it spins another 180deg back onto the driving line but the opposite way round (without it snapping back to its original start point off the driving line)
Another example(possibbly more complicated) I have an arm and hand I need to move from front to back which I am moving as 2 seperate events running at the same time, but then I also want a third event once the arm and hand have finished moving which will allow the fingers to move in the new hand position
Any ideas? Or am I trying to run before I can walk hahaaha
Yes you can, although you need to be careful with your timings so you arn't trying to move one object with both OPEs, which will give you some "interesting" results.
The best way is to use one impulse trigger for both OPEs, and have a filter in between them that sends the impulses to either one or the other OPE, that way you cut down on the amount of simultaneous impulses you have (which helps performance) and you won't end up sending two sets of instructions to the same object.
Hope that makes sense.
you only need 1 ope for most stuff
just connect the vallues to a variable datascource and then do all stuff you want with set events and opperands
for the complicated stuff
maybe you can do the hand and arm etc with a physics joint if posible
if you want to use ope's you need 1 for each seperate object you want to move
best thing to do is create a glued group(add an invisible object if needed)
this way you can move the glue centre to where you want it(the joint)
placing an dummy object wher you want the joint also helps
use an object info datascource with the coords of the object and give them to the ope
Is there some kind of idiots guide to using variable data sources etc.. That anyone knows of?
I'm very much a beginner editor and the way I have learned OPEs etc.. Is to take an example and play with it... In this instance I started with the moving car example object and just played about with the variables until I figured out what I wanted to do..
Data sources etc.. Are still gobbledy**** to me at the minute hahah
YesOriginally Posted by Meenie77
But you should really watch all the Redlynx tutorials if you haven't already. There are in the thread at the top of this forum:
Trials Evolution - Guide to the Editor
best way to understand it is just mess around with it
make them move local, global, all movement can be done local and global
you could work with curved datascources or with set events to change the values
I've tried the tutorials and I loose track quite quickly as they start talking about datascources etc... Without the most basic explanation of what they are actually.. Although, now I've got a slight handle on OPEs it might make more sense.
But saying that the I didn't use the OPE guide, and just played around, trial and error.
I'll give the tutes another watch this eve while the wife watches her soaps
A data source is just a number, that's it.
The different data sources are all just different ways of extracting numbers from different aspects of the game.
Yeah... That's confused me already.
How do I make a number move something = mind blown
:lol
I made this for another forum member who wanted to move and rotate a rock for a space track. Have a go copying it in the editor and maybe it will help:Originally Posted by Meenie77