1. #21

    Re: OPE'd glue group shooting off the map?

    Well I know those math operators will work without being triggered so if VDS 2 is different than VDS 1 and your Interval Trigger is ON then it will take whatever value is in the Operator regardless of user input. If it starts at 0, the only other thing I can think of is either the 2-Input is not set to Addition or that your analog is getting loose :/.

    Try setting the Increase/Decrease to RB/LB and see what happens.
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  2. #22

    Re: OPE'd glue group shooting off the map?

    does the drifting only happen when testing or also when you just activate physics? maybe your stick is messed up and slightly leans making your object drift
    edit: so what jolan said
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  3. #23

    Re: OPE'd glue group shooting off the map?

    Well, my stick is messed up, but that's not the problem. This happens even upon activation of physics, before I can even control it.
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  4. #24

    Re: OPE'd glue group shooting off the map?

    observe what happens to the 2input datasource and try to track back why it changes
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  5. #25

    Re: OPE'd glue group shooting off the map?

    Originally Posted by sparkierjonesz
    observe what happens to the 2input datasource and try to track back why it changes
    Ok. I got it to stop. Though, there does seem to be a glitch regardless. The 2input's operand 1 is the VDS holding the coordinates of the object. I still had the VDS value linked to the object info data source, because I didn't see what that would hurt. Since it would just move it to where it already was. However, seems not the case. By deleting the object info data source after its coordinates are in the VDS, it works fine now.

    So the lesson here I guess is delete the object info data sources when you're done with them, because if you don't, your gonna have a bad time.

    I appreciate your time
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  6. #26

    Re: OPE'd glue group shooting off the map?

    Originally Posted by Stllbreathnbuty
    Originally Posted by sparkierjonesz
    observe what happens to the 2input datasource and try to track back why it changes
    Ok. I got it to stop. Though, there does seem to be a glitch regardless. The 2input's operand 1 is the VDS holding the coordinates of the object. I still had the VDS value linked to the object info data source, because I didn't see what that would hurt. Since it would just move it to where it already was. However, seems not the case. By deleting the object info data source after its coordinates are in the VDS, it works fine now.

    So the lesson here I guess is delete the object info data sources when you're done with them, because if you don't, your gonna have a bad time.

    I appreciate your time
    the problem is that if you do for example the original coords + 1 for the new location
    it will teleport to the new location now and all is good

    but if instead of the original coords you take your objects current location(what you did when you didn't unlink) it wants to keep adding +1 but never getting there

    i personaly prefer to use local, its almost always shorter even teleportation to different levels is posible it just takes a piece of coding that takes curent global position and wanted position and converts that in new local coords( its even posible to add stuff that messes with the angles)
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  7. #27

    Re: OPE'd glue group shooting off the map?

    Originally Posted by sparkierjonesz
    i personaly prefer to use local, its almost always shorter even teleportation to different levels is posible it just takes a piece of coding that takes curent global position and wanted position and converts that in new local coords( its even posible to add stuff that messes with the angles)
    Yeah, but here's the thing, I'm stupid. I need things clean and neat, or else I lose my grasp on things.
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