We need more info about your set up like - what type of game are you making?(side scrolling/top down/1st person) depending on the style you might be better using local rather than global. Side scrolling games only need x,y coordinate changes, top down only need x,z. What is your controller set up? Are you using game variable data source or controller stick inputs to adjust ope values? Do you have more than 1 ope connected to your object?![]()
It's a side scrolling rail shooter. I only need the y axis for that. I'm using stick inputs to control the OPE. I don't want to use local because I want to move it to other "levels" and conserve complexity.
I also am wanting to make an infinite dungeon crawl, but spawning new dungeon pieces at the designated location is having the same problem. Seriously, I can't make anything in this game without a functioning global OPE.![]()
i tried to replicate the drifting and it couldn't
what object are you useing as coords to teleport the object too?
is it part of the glue group?
O.k. I'm not sure what a rail shooter is lolOriginally Posted by StllbreathnbutyDoes global/local make a difference to complexity? I can't say I've ever noticed any difference. I have had major problems with enemy respawning though. When I made dark vendetta 1,2+3 everything worked fine with multiple enemies being respawned multiple times, but when I tried to make 4 using the same set up enemies would respawn in midair or stuck in the floor or just completely out of view (if you shot through the black walls you could tell they were being hit) and I never figured out why. I used a different method on my zombie streets game, each enemy is ope'd to a chrome ball(invisible/contact response) with an area affecter, both directed to your character. At the start they're visible and move towards you, you shoot them they turn invisible and the area affecter is inverted and they move away until they reach 10m then turn visible again and the area affecter reverts and they just keep repeating. Maybe not very helpful to your problem but there's usually another way to achieve the same results
![]()
I place the object where I want it to spawn, get its coordinates, then put that into the OPE.Originally Posted by sparkierjonesz
so the coords never change?or how do you change them ?Originally Posted by Stllbreathnbuty
maybe take a pick of the ope and its datasources?
The full name of theses games is an on-rails shooter/game. Think donkey kong minecraft levels, star fox, or r-type. The game character progresses through the level automatically while the player retains some controll. As for complexity, it depends what you want to do with a game for it to be effective. What I want to do is have a handful of premade pieces that I will put into place with an OPE at appointed intervals. These few pieces can be recycled over and over either randomly or in a pattern, and will cost considerably less complexity than building an entire static level. This enables much more gameplay, and more depth wherever it's desired.Originally Posted by BMXBandit
No idea how to get pics up here....Originally Posted by sparkierjonesz
Ok, the OPE spawns the character in place. Then, the analogue sticks tell the OPE to move the character up and down a very tiny set distance every tick that you are sending an impulse with the L stick. Moving it, just like directional force, but no physics, and precise.
can you move the object to a completly static point without any extra coding?
does that prevent drifting?
is the proble that the object moves in the wrong direction?
The problem is that it floats away without my input. The two input operator that it's connected to is what's making it misbehave. With just coordinates, it's fine.
Here's the set up-
Interval trigger<OPE<position y-hooked up to two input operator<operand 1 is connected to VDS which is my starting coordinate, operand 2 is connected to a 2nd VDS. The stick inputs increase and decrease the value of the 2nd VDS when they are triggered. so these two data sources are added together with the two input operator to tell the OPE where the object is supposed to be.