Actually, I just tried it and it doesn't work.Originally Posted by P4INKillerThe XOR is weird when it has 3 inputs.
Thanks pain and iron! I'll give it a try when I get homeI had the n input but I didn't quiet know where to go with it after that haha same with the selectors. I like the switch idea! Might just be what I was looking for! The switch can recieve an impulse right?
Many Thanks guys! If i may use an example of where im confusedLets say theres 30 ramps worth 100 pts each at the start. Then I would like it to multiply by 2 after you score 10 ramps then it multiplys by 3 after another 10. Also can the 2x 3x be shown on the score bar so the player can see it? I thought SVE's worked set on mult. but it keeps multiplying.
Thanks again for the replies & this thread!
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There is a mutiplier name for the counters.Originally Posted by DeadEXit
I would use a VDS for the multiplier (counter 1) and use the increase value to increase it every 10. Use a VDS that gets an increase 1. This will be compare value 1 for a generic filter. when 10 = 10 on true increase the multiplier, then have a generic filter 20 = 20 on true increase the multiplier. If this doesnt make sense I can make a video. (at work now)
Is this a trick question?Originally Posted by Jarr3tt88That Vid would really be awesome!
I will keep 2 eyes open for it. Whether you make the vid or not, Thank you!
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I can try and do this tonight, I'll most likely be on xbl trying to get some more coding done for my GIT entry, thing is taking forever! been like 40+hrs atleast so far, still bunch of stuff to do (i wish the editor had a built in clockOriginally Posted by DeadEXit)
Please send me a message on here and XBL in a few hours, like 830-9pm est It wont take long at all to make, plus I gotta move my xbox back to my living room anyway to get more info for my game![]()
Here the video (still processing should be live in less than 30 mins)
https://www.youtube.com/watch?v=Duzg3NkR-eo
If you have more questions you can ask, hope this helpsOf course this is one way of a million that you can do this.
Edit - so as not to triple post, haha here is my solution for my own issue. Thanks for the help guys! This works 100% how I needed and was only 2 added operators which is perfect!
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Muchos props! There is just 1 question? The score isnt multiplying even though the multiplier is showing a higher number. When the multiplier shows 2 then the score should double per area trigger. This is my main issue. Thanks again for this awesome video tutorial. Your other tutorials are really helpfull as well.![]()
Ah my bad....then you'd have a two input operator with the multiplier as operand 1, and base score (100) as operand 2. Use this value for the increase event instead of the 100.Originally Posted by DeadEXit
I want to thank you for this one, it works really well for use in a cursor/menu system. I used the modulo function to store the number of menu choices and used a multiple of the modulo number to get the distance on the x axis the cursor needs to move to get to the next menu item.Originally Posted by P4INKiller
I also duplicated it with the Z axis to form a very effective grid system that uses the two modulo numbers as co-ordinates to read which item the cursor is over. It's far simpler than any other menu/cursor system I have seen as it only needs 8 tiles for a menu, or 16 for a grid system!