1. #11
    dasraizer's Avatar Senior Member
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    Re: Cusor?

    Originally Posted by Jarr3tt88
    Das your stuff is always so complex and math oriented! haha

    My grid movement works based on increase events/decrease events. Those are the values for the X/Z position for the OPE.

    They are constrained by filters if you got 4x4 grid, and movement is 4m, the filter will have 16 which will turn off the stick movement. I'm at work I can't link my vid :/
    ahh yeah, i do like my math

    increasing the x/y by grid cell size and track values for filtering defiantly a win for solution, i just read cursor and thought hmm how would i track a mouse pointer hehe
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  2. #12
    LukeMSki's Avatar Senior Member
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    Re: Cusor?

    Thanks for the help guys.

    Hey Jarret, I have a few questions about your grid movement video.

    a. So, in the Set Value Event, that value is supposed to be 10% of the total amount you want the object to move between different grid segment?
    b. What is the purpose of the dummy object?

    Other Questions:

    So I still don't understand the whole physics bubble thing. So I want an area trigger over each grid segment, when active > State Event On > Other Code. when inactive > State Event Off > Other code. So, when I glue the physics bubble to the cursor, how will that activate the area triggers?
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  3. #13
    Blastergamer's Avatar Senior Member
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    Re: Cursor?

    I am making a Cursor tutorial that is moved with curve vector and it's under construction: https://docs.google.com/drawings/d/1...aiECUNK1c/edit
    This way is also useful if you need to turn the camera.
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  4. #14
    Jarr3tt88's Avatar Senior Member
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    Re: Cusor?

    Originally Posted by LukeMSki
    Thanks for the help guys.

    Hey Jarret, I have a few questions about your grid movement video.

    a. So, in the Set Value Event, that value is supposed to be 10% of the total amount you want the object to move between different grid segment?
    b. What is the purpose of the dummy object?

    Other Questions:

    So I still don't understand the whole physics bubble thing. So I want an area trigger over each grid segment, when active > State Event On > Other Code. when inactive > State Event Off > Other code. So, when I glue the physics bubble to the cursor, how will that activate the area triggers?
    a) The increase/decrease amount depends on the distance you are traveling, and the amount of time you want it to take to get there. I don't really recall my setup, but I think it was 10 ticks total, over a distance of 4m. So you want to divide the distance (4m) by the time (10 ticks) and that value is .4, which is the value that the increase/decrease events need to be.

    The way the code works is when you press the stick to the right, the object actually moves 10 times, .4m each time for the total distance of 4m. The interval trigger makes sure the object only moves 10 ticks, which is why the max impulses sent should be the amount of ticks you want. just an FYI be careful of the values you use, they must be even interval, because if not then the movement will get messed up, which happened to me; was off by like .013 or something, and I used on equals, and the values werent equal. Make sure on a real calculator that the number you divide by also multiplies back to the same number.

    But like I suggested to you, you should just do teleporting aka when you press the stick it moves in 4m increments (the value of the increase/decrease no interval triggers needed) This part is at 10:22 in the video below
    https://www.youtube.com/watch?v=jx1efbNJImw&t=10m22s

    b) Not sure what dummy object you are talking about.

    You're not gluing the physics bubble to the cursor, you're making it the game character, and in the physics bubble options check follow game character.

    The triggers will be activated by the cursor, NOT the physics bubble. The physics bubble just allows the cursor to "activate" triggers. side note, have physics checked on the cursor otherwise the triggers won't activate. The area triggers need to have the cursor as the object that triggers it, don't forget that.

    btw I hope you also watched the grid snapping video because that will be SUPER helpful if you don't know how to do grid snapping yet.
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  5. #15

    Re: Cursor?

    Listen to dasraiser, simple math does the job.
    No need to involve complex systems.
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  6. #16
    LukeMSki's Avatar Senior Member
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    Re: Cursor?

    The dummy object was actually the physics bubble.
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  7. #17
    LukeMSki's Avatar Senior Member
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    Re: Cursor?

    Hey Jarr3tt88, here is my problem I tried to explain to you in webchat earlier.

    I set the grid movement up like your video but it isn't quite working.

    When I move the left stick left or right, the cursor moves left or right like it should.However, when I move the left stick up and down, the cursor moves up and down, along the Y axis, instead of moving back and forth. I checked the obvious that I hadn't tied the VDS to the Y coordinate in the OPE. So, do you have any idea about why this isn't working?
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  8. #18

    Re: Cursor?

    Try switching it to the Y axis and see if its because your object's axis have been rotated. Unless the PE is global of course.
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  9. #19
    Jarr3tt88's Avatar Senior Member
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    Re: Cursor?

    Originally Posted by Barrybarfly
    Try switching it to the Y axis and see if its because your object's axis have been rotated. Unless the PE is global of course.
    This. I thought I told you that yesterday.....use the other axis in the OPE.

    In addition, if its ever backwards, just flop increase and decrease! This depends on the rotation of the object used.
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  10. #20
    LukeMSki's Avatar Senior Member
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    Re: Cursor?

    I couldn't get it working so I built another test of it and I ran into a new problem. When I tested the track, before the game even starts the timer was at 00:016, so one tick and then it immediately ended the game and I have no idea what the problem is. Could someone help with this?
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