1. #1

    Questions: Extract Function & Set Vector

    1. The new 'extract function' function, what is it's purpose?

    2. I have a vector object info tracking an object's coordinates (three dimensional). I set a vector panel to grab this data. Then I set an OPE to grab from the vector.
    This works fine, naturally, but I have a set vector panel (increase) targeting the vector panel to add to the coordinates when it is fed an impulse. I feed it an impulse but the vector's values do not change, what am I missing? Edit: Hmm, the values are getting overridden by the vector object info, should have seen that. Never mind then, but question one needs answering please
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  2. #2
    Lukeyy19's Avatar Member
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    In relation to the "Extract Function", If you select a group of code tiles you can select extract function to combine your setup into one "Function" with small neatly arranged tiles for your inputs and outputs.

    Some of us at the Track Jam contest had a mess about with it after Cannibal Shogun emailed mutetus (I think) to find out how it works, as we too were confused as to what it does, his explanation was very confusing and none of us really had any idea what he was talking about but he did point us in the direction of selecting multiple tiles first, and after some messing about the explanation above is what we came up with, we couldn't really see any real practical use for it as all the inputs and outputs just ended up with random gibberish for names and it just made things more confusing, but I haven't tried it in the full game so maybe it's more useful now, I'm sure once some of the more experienced in the trials editor play around with it, they may be able to better explain it, and maybe it's more useful for huge skill games with towering walls of code tiles.
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  3. #3
    nannerdw's Avatar Senior Member
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    Ooh, this sounds extremely useful. How do you call the function once you've created it?

    This was my #1 requested feature for the Evo editor. When I wanted to re-use code in Evo, I ended up making variables to keep track of my calling functions, with switch statements to return back to the callers, but that was really a pain to set up.

    Now that we've got this, along with object arrays, I'll definitely plan to finish that skill game I started back in Evo (and maybe re-make my Jezzball clone )
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  4. #4
    Lukeyy19's Avatar Member
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    Originally Posted by nannerdw Go to original post
    Ooh, this sounds extremely useful. This was my #1 requested feature for the Evo editor. How do you call the function once you've created it?
    Sorry, I don't know anymore beyond that, I don't even know if there is a way to call the function, you'd assume there would be but none of us wanted to spend much of the little time we had at Track Jam trying to figure out how it worked, and I haven't looked into it since getting Fusion myself yet, but if you give it a play, let me know what you find out, as it sounds like it may be pretty useful once it's figured out.
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  5. #5
    So it turns it into a class?
    Turns it into raw code and therefore taking up less filesize?
    Need some clarification here!
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  6. #6
    mutetus's Avatar Trials Developer
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    It just simply turns a bunch of logic into a small pack with less clutter if you have some kind of complex logic in tracks that you reuse a lot. Here's the explanation I sent to the pax dudes:

    It's one of the most awesome new tools used to put a bunch of logic into one easily manageable unit. Just select a bunch of logic into a selection (events, operations, filters & datasources. Not triggers or object pointers/arrays/common tools). Then select extract function and it packs all the logic into one unit with inputs/outputs for the stuff not included in the function. The function can then be moved around and named, also the input/output pins can be labeled and opening the pin properties is the same as opening the properties for the object that's using the pin. If it needs to be changed just select the function and press X to reopen it, the items inside it will be grouped but when extracting the function again, the labels will be discarded. The functions can be saved to favorites and chained, i.e. it's still just the same logic but doesn't create a mess. I use it all the time to make easy to share tools for fellow level designers


    Remember that every line going into the group you're about to turn to function is gonna be a pin, so sometimes I use extra variable data source inside the function to make multiple lines only one pin. It's hard to explain, I'd love to make some kind of tutorial but I still have the beta at home..
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  7. #7
    So essentially it's like a console, with it's controller and disc inputs on one side and video/audio ports on the other?

    Also bump to bring it up!
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  8. #8
    Hmm Sounds Useful
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