its only a bad idea if the pitch value needs a lot of adjustment, see for yourself, add say 40degrees to the pitch and place the passing object high so the camera needs to pitch up quite a bit.Originally Posted by Blastergamer
or replace the pitch value in the OPE with a curved data source running from 0 to 360 degrees and watch what happens to its targeted object.
OK this one is pretty obscure and I don't expect anyone will ever need it, but I used this in my current skill game so I thought I'd stick it in with the rest of the tuts, as there's no harm in it.
It's "sort of" similar to dasraiser's tutorial above for triggering different cameras except this is for skill games where the character will be moving in 3 dimensions not on the driving line.
Although this example is pretty specific I thought I'd share it as the underlying principle of vector selection could have other uses, triggering any event based upon the players proximity to any object, even a moving one. It's also an example of using the retargeter which I haven't seen yet and maybe someone will find that useful.
Activating events based on 3D proximity to dynamic objects
Because I'm passing the impulse from filter to filter, using "less equals" could potentially send the signal down the wrong path before it got to the correct filter. I was worried when setting it up that equals wouldn't work and maybe the numbers in the filter might be out by a tick or so, but it works just fine.nicei was wondering if the generic filters should be using equals? as the distance operator is a floating point number!
Also, because I'm sending an impulse through every tick, only one of them needs to get through correctly to change the index and after that it doesn't matter until the order of proximity to the player changes. Initially I used an impulse from the button after it triggered the camera event but this didn't work, so maybe it needs a tick or so to settle in.
The retargeters have been working fine for my skill game, up until now. I'm not sure what's going wrong, but at the beginning of the game I used the retargeters for 75 consecutive visibility and color events without any issues (60 per second), and now I'm having trouble just getting 5 consecutive visibility events to fire consistentlyOriginally Posted by dasraisereven tried it with a delay between each one). Not sure what's going on. I'll probably redo that code from scratch and catch something I didn't notice before. I'm also using modulo operators to send impulses through different retargeter branches based on a single variable. That could be slowing it down, I guess. Do you think it would be faster to use switch filters to target a specific row and have a separate visibility event for each row instead?
i believe it is faster, i've had no problems using this, i've also used the same modulo method to cycle the switch with no problems, one thing that could be useful is the splitter for multiple switches, as only one operand out of all of them will equal the test value.Originally Posted by nannerdw
I was looking at this tutorial as I have 3 different gun methods and I wanted to see which was the simplest or easiest for my purpose. Looking at this I have 2 thoughts:Originally Posted by dasraiser
1) I can't find it in the tutorials I had to link from here.
2) The curve vector data source is disabled in the tutorial and there is no event enabling it. I don't think this will work without one.
not sure about #1, please elaborate.Originally Posted by JaminBen007
#2 the curve data source is active all the time, by adjusting its offset value, this is because it needs the output to be correct before its activated making it perfect for manual control.