I would just use a light not a area affect, alot more complicated then it needs to beOriginally Posted by NovaDarkStorm
Besides, in a area effect you have to change "real" environmental factors such as light intensity and blah, blah etc. Where as in real-life the light given off by environment is always the same but looks different when you put lightning in the equation
I didn't know a light would light up the whole area. But yeah the Angle X just provides where you are on the X axis to help randomise with the randomiser make a different value.
I can't connect the random data source to the interval trigger, it won't allow me to.Originally Posted by Blastergamer
can you connect it to a state event first, then to the interval trigger...or connect it through the event/filter check..
i rly should learn the proper way to do things lol,
when i want to make a flash of light for lightening i simply have a trigger turn on the light and at the same time and place as a trigger that turns on the physics on an object off screen that then falls through a trigger that turns off the light, u simply move the object higher or closer to the trigger to determine how long you want the light to stay on before it turns off,
then place a trigger that turns on a thunder sound effect at the same time and you have lightening,
i have a more complicated way also which involves 6 triggers, light events, visibility events, physics events and state events to make a very cool lightening bolt
Ok let me start a little bit better.
On your left you have an Object Info Data Source. Set it so its at Angle X, select the object as the rider, so you will get a green line. This is getting the data from where the rider is now.
Afterwards get yourself a Random Data Source, set the min at 300 and the max at 900, this specifies the time. And your interval at 900 also. Press Y on the seed and select the Angle X you placed down.
Next up you will need an Interval Trigger, in this you will have it enabled, I have my start tick set to 3 so it doesn't just do it straight away. Your Interval however needs its data so it can be randomised, so you click Y and select the Random Data Source.
Then you can place down a Impulse splitter, and have the interval trigger set to the splitter.
Next up I have above the impulse splitter is a Impulse Delay Filter and the interval trigger set to that also, in the Impulse Delay Filter I have delay ticks set to 72, 1.2 secs. Above that I have a State Event switched to On with the impulse from the delay filter going to that. And finally above that I have my thunder strike. And a blue line going to the sound effect from the on state event.
Meanwhile back down at the Impulse Splitter I can now set the main flashing effect.
You need to set an On State Event to a Impulse Delay Filter to an Off State to another Delay to an On to another delay and another off. Yes alot but this will give the flash effect before the thunder sound, as long as you time it right of course.
So, I set mine as as follows, the first delay at .100, 6 ticks. And the second delay the same, as for the third delay it should be at .200, 12 ticks.
As for the the Area Condition you need to set the Values to white so you get your flashing effect and have enabled unchecked.
Afterwards you need to get the 2 on and the 2 off state events and Select Target and the area condition being the target.
Make sure your area condition is bigger than the driving line area so you get your flash from all around.
Press back and give it a test. If there is any problem post up!
Wowgonna give this a go myself, sounds like a bit of a battle but this is deff a more realistic approach, thanks Nova i hope i can do all this without going cross eyed tho lol
Thanks, it works, the only problem is that after the flashes and the sound turns itself on, it doesn't turn of. I did exactly what you said to do..Originally Posted by NovaDarkStorm
EDIT: Fixed it, it works perfectly, thank you dude! Your a pro at the editor, I don't even know what I did, but I did it like you said, and it works!!
Originally Posted by NovaDarkStorm
A light with 50 meters is a lot, and even if it wasn't enough, just make the light stick above your head (obviously wayyyy above your head) with a ope so it always follows you around
This. Thats why I've always used a light, as I believe it gives a better effect with less logic.Originally Posted by snipen108