1. #11
    dasraizer's Avatar Senior Member
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    Re: OPE Trouble

    howdy, how about using a single shot interval at the start of the game to capture the rotation and location and then at the end of its travel simply update the curves/etc to the original state(s).
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  2. #12
    Lukeyy19's Avatar Member
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    Re: OPE Trouble

    Originally Posted by dasraiser
    howdy, how about using a single shot interval at the start of the game to capture the rotation and location and then at the end of its travel simply update the curves/etc to the original state(s).
    Surely if all the OPEs are local then everything would just need to be set back to 0 to reset it all.
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  3. #13

    Re: OPE Trouble

    Originally Posted by Lukeyy19
    Originally Posted by dasraiser
    howdy, how about using a single shot interval at the start of the game to capture the rotation and location and then at the end of its travel simply update the curves/etc to the original state(s).
    Surely if all the OPEs are local then everything would just need to be set back to 0 to reset it all.
    exactly the opposite
    lets say you walk 1000steps in circles
    globably your x,y coords would vary a few meters, and you would slowly turn around
    localy to walk in a circle you would need to take 1 step forward and rotate a bit
    if you would reset this to zero you would need to turn around faster than light, x amount of times
    and take 1000steps back, you would be 1000steps further away from where you were a second ago
    the numbers in a local ope are totaly meaningless

    to teleport the ope to a global location you need to know how the local coords relate to the global coords, this depends on what way the object was facing before it was triggered, and what the current angle is when you want to reset
    to make this easier you can use snapping so you know exactly what the object starting angles are, and if you then also reset the end angles you know they will be easier to convert
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