1. #301

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by JaminBen007
    Luthanick, good news!

    I've learned so much more in the editor than when I first started out, and last night I went back to my Trials of Persia track so see if I could get the reversed controls sorted. I ran through your tutorial once more and now it all works perfectly!

    Thanks again for helping me out, now I can finally get on with the rest of the track
    WOOOT! can't wait to see it. You know you can hit me up for testing

    morfyboy, I'm ready whenever you are...
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  2. #302

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Luthanick
    WOOOT! can't wait to see it. You know you can hit me up for testing
    Will do, but it won't be the final version as its a skill game, I'll need to switch it to trials to test it.
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  3. #303
    Morfyboy's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Cheers luth'
    Full of hay fever at the minute,so i will have a think of wot it is im trying to achieve,etc, and giv you a shout in a day or two..again thnx..
    Respect.
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  4. #304
    Morfyboy's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {34} and counting...

    I know this has been added but rising water...ive got a way of doing this which is,
    go into water properties.
    adavanced physics...disable global damping....object gravity to 60..(this is a nice rise)
    tuun physics off......set up a trigger as to where you want the water to rise,and add trigger to physics event........

    To stop water rising,place a small piece of wood on the surface with physics on........get another trigger above the wood and set trigger to trigger by instances,which is the piece of wood(also uncheck the includes boxes).....trigger to physics event off..set trigger to where you want water to stop rising......
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  5. #305

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Morfyboy
    I know this has been added but rising water...ive got a way of doing this which is,
    go into water properties.
    adavanced physics...disable global damping....object gravity to 60..(this is a nice rise)
    tuun physics off......set up a trigger as to where you want the water to rise,and add trigger to physics event........

    To stop water rising,place a small piece of wood on the surface with physics on........get another trigger above the wood and set trigger to trigger by instances,which is the piece of wood(also uncheck the includes boxes).....trigger to physics event off..set trigger to where you want water to stop rising......
    You could use a delay instead of the wood. Would be less "ghetto".
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  6. #306
    Morfyboy's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Ghetto...liking it..good track name too
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  7. #307

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Hello everyone!
    I'm new here as i am new in building tracks in the Editor....i've watched all the official tutorials and practiced a lot during this week but there are some things that i really cannot understand how to do...and somebody told me to post my questions in this topic so here we go...please answer.

    My first question is:
    I can't seem to find a way to interpolate 1 feature only with an Area condition tool.

    The problem is this: Normal condition is -Sunny and bright- than i have a "Area Conditions" that makes it -Night and dark-...what i want to do is to add another "Area condition" that (while being still night and dark) adds some fog over time... how can i do that?

    I tried to only change the fog settings but that re-set the game to -Sunny and bright- and if i copy the conditions of -Night and dark- and add the fog, since it's set to interpolate, it still effect the brightness... :/

    Originally Posted by Ferri94
    Originally Posted by JaminBen007
    Copy the first area condition tool that has the night and dark settings, and add some fog.

    Once you leave the area however it will return to sunny and bright, the way around this is to use an OPE to lock one area condition tool to the rider and use triggers and data sources to change the values as the rider progresses through the track.

    I've done the same thing in my Druid track (video in signature) except I have fog clearing rather than appearing, so if you need more info just ask.
    Wow! Thanks! I would never thought about that, will try tomorrow...hope it works well
    It doesn't work :/
    I have been able to set the Area condition to follow the rider, and it works well but when i tryed to add some fog (with a linear curve source that goes from 0 to 14) it also works but the problem is that i want the fog to be white and changing the fog color (for some reason) changes the darkness of the area, even if fog is set to 0 .

    I've also tryed to make 2 area condition tools (with the same darkness conditions): the first one doesn't have fog and works for the first part (it doesn't follow the rider) than an Area trigger activate the second one with white fog increasing from 0 to 13 (that follows the player) but the change between the two is so clear, noticeable (because of the white color of the fog; it's set to dark grey in the first one); it's just not the interpolate effect that i wanted...

    Anything i did wrong? If not, how can i do that?

    Question 2:

    First off...what i'm trying to do is use an Area trigger to activate a State event to disable the impulses that activate the animation that moves the object that activate the Area trigger...<---read this multiple times to make it clear in your mind.

    If i succeded in my intent, the object would interrupt the animation and than move with normal phisics (if activated).

    I tryed this on a little scale (a moving sphere that triggered its animation's ending, and kept going normally) and it worked!

    The problem i'm encountering is that my object CRASHES on the trigger area like if it was a solid block, the trigger activate and the animation stops but, of course, the object doesn't act like i wanted since its phisics are deviated by the trigger Area...

    If i connect any other event that's not a State event (like change color) it works perfectly and the object goes through the trigger Area... -.-

    :'( Please help me i have no idea on what's going on! If you would like to have any further information, just ask for it.

    Note that i'm moving the object with multiple OPEs and (since it just SIMULATE movement) i don't expect it to move forward after the animation stopped anymore, but i can't understand why it collides with the area trigger instead of just stopping...
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  8. #308

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Ferri94, I have an idea for your second question. I need to try it myself before I suggest it, but I though I would mention that you only need one OPE to move an object. Each OPE can handle all three axis of movement:x,y, and z. I'm not sure if this is complicating the process for you or not. Be back with an answer soon.
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  9. #309

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Luthanick
    Ferri94, I have an idea for your second question. I need to try it myself before I suggest it, but I though I would mention that you only need one OPE to move an object. Each OPE can handle all three axis of movement:x,y, and z. I'm not sure if this is complicating the process for you or not. Be back with an answer soon.
    Nevermind, the problem was that the object was a little in the ground, so when the Area trigger activated and the OPEs were disabled, the normal phisics gliched since it was in the ground, it looked like it was crashing on the Trigger but it wasn't. Thanks anyways.
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  10. #310

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    I've figured it out, and boy I'm glad I did. Now I can switch between physics an OPEs without any noticeable difference. Gonna need some time to figure out how to explain it best. What I can tell you is that the force values on area affectors are completely misleading. 1 force value is actually worth 1/6 of a REAL force value (Newtons). I think I'm 99.99% accurate on that. tried making an object move with opes then switch to physics and I can't notice when they switch Give me some time and I'll get a tutorial up there for it. This opens up some more possibilities.
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