1. #11
    johnsalis's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by P4INKiller
    Originally Posted by xIronWarlordx
    Do you need different impulse targets for when they equal 3 or 0? If not, then an n-input operator set to XOR might help. That should output a 0 when the data sources are all the same ( 1 or 0) and 1 either when they are different.
    That works too.
    Actually, I just tried it and it doesn't work. The XOR is weird when it has 3 inputs.
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  2. #12
    Jarr3tt88's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Thanks pain and iron! I'll give it a try when I get home I 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?
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  3. #13

    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Many Thanks guys! If i may use an example of where im confused Lets 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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  4. #14
    Jarr3tt88's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by DeadEXit
    Many Thanks guys! If i may use an example of where im confused Lets 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!
    There is a mutiplier name for the counters.

    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)
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  5. #15

    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by Jarr3tt88

    There is a mutiplier name for the counters.

    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? That 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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  6. #16
    Jarr3tt88's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by DeadEXit
    Originally Posted by Jarr3tt88

    There is a mutiplier name for the counters.

    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? That Vid would really be awesome! I will keep 2 eyes open for it. Whether you make the vid or not, Thank you!
    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 clock )

    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
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  7. #17
    Jarr3tt88's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    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 helps Of 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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  8. #18

    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    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.
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  9. #19
    Jarr3tt88's Avatar Senior Member
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    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by DeadEXit
    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.
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  10. #20

    Re: P4INKiller's HOUSE OF HEADACHES (Editor Math Tutorials)

    Originally Posted by P4INKiller
    Modulo:
    Represented as mod or % in most programming languages.
    I guess it's simple to explain what it does, but it's harder to explain why it's useful.

    It's basically division.
    It divides the first value by the second value, but you get the remainder of the division rather than the result.

    If I divide 16 by 5 I get 3.2 (16 / 5 = 3.2).
    But what if we are only allowed to divide whole numbers and not fractions?
    We would only be able to divide by 4, and we would get a remainder of 1 (16 % 5 = 1).

    Modulo is very useful for a number of reasons, like making a clock for instance!
    Place a Two-Input operator and change its operation to Modulo, then change the second value to something like 10.
    Now notice what happens with the output as you increase the first value and go beyond 10.

    It resets to zero every ten increments!
    This is very useful if you need a repeating number, this way you won't have to use a generic filter to see if a number has gone beyond a certain threshold and reset it with a set value event.
    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.

    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!
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