Added a tutorial earlier for a simple physics event. If you follow the example it will set up an elevator with an associated sound effect (choose elevator 1 in looping sounds). I get tired of seeing complex example elevators in custom maps, so hopefully this will enable peope to make their own versions that have the sound as well.
This is the lik to it: https://docs.google.com/folder/d/0B1...Wgw-YmLLvHFOS0
Originally Posted by MetalHead
Welcome aboard MetalHead. Just added your tutorials to the list. I'll get you added in as a collaborator this weekend. You seem to have some pretty advanced knowledge of the editor. Let everyone know your gamertag if you have some tracks we could download and check out!
to MetalHead:
I've got a few comments on the Scroll through menu with Y button tutorial.
It looks like this code is exploiting the sequence of events delay between the impulse sent to the generic filters and the time taken for the set value event to update the variable data source.
I don't see the point of the second variable data source, unless it's used to give the generic filters enough time to update before the set value finishes calculating. It looks like this setup could possibly become unstable, depending on how much background code is running and how many generic filters are used.
The color gets set on true, but you still have to change it back on false.
Also, I think the 3rd generic filter should be "equals 2," and there should be a 4th one that's "greater than 2."
Would you mind if I took a shot at writing an alternate version of this?
Your code looks like an elegant solution, but I'm not sure I'd trust it to work 100% of the time if it's taking advantage of the delay in processing time to work correctly.
Thanks aWebDesigner, my gamertag is Retro NI i only have a few tracks nothing special, nannerdw it seems to work ok in the skill game im making, but i see your point on the second variable data source being useless and using an extra generic filter too. Also feel free if you want to write an alternate version.
New tutorial: Scroll menu with Y button (alternate)
This one places the generic filters inline for short-circuit evaluation instead of using a splitter.
It also checks the current value of the variable data source before using a set value event. The original method would still be preferable for bidirectional menu selection.
I also made a change to "Switch Between Checkpoints (Advanced)." The generic filters do not need to run constantly 60 times per second, so I replaced the interval triggers with a splitter after the reset to CP event. I also added an impulse to the player event upon reset to start.
i tried to avoid this by using impulse clamps in the skillgame i'm building ran into some isues thouOriginally Posted by nannerdw
but still tweaking it a bit, forgot to test it before i added the clamp filters though![]()
will look into it a bit more
in my problem is that i use a set event to send a number to some coding and that coding would give me a another number
the coding is up to 9 generic filters long and has 3 set events to go throu before the number is produced
however my other coding thats needs this value i could use a set event to send the value and another set event behind it to use the produced value