a quick and dirty method for this:-Originally Posted by stiggyhead
use distance operator against the bike and light.
two input operator (less, operand1=distance,operand2=meters before active)
light(enable checkbox to the two input operator)
do the above for each light and save yourself a couple of area triggers.
edit:
another method (DLC):
use screen (X) from the object info source pointing to the light
two input operator (less, operand1=screen value,operand2=1 to 2)
light(enable checkbox to the two input operator)
screen gives the screen x/y and z (depth) value, and outputs +/- 1, 0 being the camera location or center of the screen.
I'll have to try this for a track i'm making. Thanks.Originally Posted by dasraiser![]()
Originally Posted by Fernanjoe
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.Originally Posted by LitTlExJeZuZ
Originally Posted by Jarr3tt88
Oh, thats pretty simple (), thanks anyway!
You can also use it for weather effects, effects, etc. You can add in input operators to mkae it near the rider as well if you want (for example to put rain above the rider). Its pretty handy.Originally Posted by Jarr3tt88
Yeah that would help seeing as my new track has some snow the way through (well im planning for it) so i guess that could save alot of performance and complexity, thanks!Originally Posted by Barrybarfly
This is a long time after the fact...Originally Posted by LitTlExJeZuZ
Only clicked about this (following the rider) after I made adventure of doom
In fact , I think it was Barry B that made that possible
That's what I'm using on my "Wolves" track