1. #541
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    JaminBen007, what are you actually doing that you have RB button to see the nearest enemy sight?
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  2. #542

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    JaminBen007, what are you actually doing that you have RB button to see the nearest enemy sight?
    It's a combat flight simulator. The "Enemy-cam" is just a bit of fun but it also helps the player to locate the enemies, which otherwise might be difficult to find in the game world. I didn't want to ruin the players experience simply because they couldn't find anyone to shoot.
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  3. #543

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    I haven't seen an explanation anywhere on how to get truly rand om values. Seems to be the basis for so many games. How do I get it?
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  4. #544

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Stllbreathnbuty
    I haven't seen an explanation anywhere on how to get truly rand om values. Seems to be the basis for so many games. How do I get it?
    It's never "truly" random, but you can get random enough figures by linking the seed value in a random data source to a value that is constantly changing based on the players actions.

    It doesn't have to be a value that means anything, just one that would be difficult to replicate. For example you could take the bikes X axis position value, multiply that by the riders Y axis position value and use that as the seed value. Then every time the random data source calculated a new value it would be pretty random.
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  5. #545

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    That's what I thought...seems I'll have to get creative.

    Thanks
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  6. #546
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    howdy

    Originally Posted by JaminBen007
    seed value in a random data source to a value that is constantly changing based on the players actions.
    one thing i noticed today using randoms for spawn locations is that if u tie the seed to a VDS you can adjust the value several times a tick and it will give a new value , no matter the length of the interval.

    i found this very handy as i was about to spool a load to a vector for speed, but now i just ramp up the interval and dynamically adjust the seed with no overhead of it calculating new values whilst not in use.
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  7. #547
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    Originally Posted by Stllbreathnbuty
    I haven't seen an explanation anywhere on how to get truly rand om values. Seems to be the basis for so many games. How do I get it?
    It's never "truly" random, but you can get random enough figures by linking the seed value in a random data source to a value that is constantly changing based on the players actions.
    This is always what I do. Or change the equations (based on VDS value) button presses resets, etc.

    ie. Code cracker, has random seed changing until 'y' or 'a' is pressed.
    Jarr3tt Says same, but on 'r' stick click.
    shifty walls, I have 40 randomizers, each one has a different equation, and a press of up down left or right resets the CDS. (always different because the seed changes based on time.)

    It just depends how you need it.
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  8. #548
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    But you still can't get it REALLY random, say, you want to get random value when the game starts, but it always begins with the same value, like on Neverending Trials skill game, when you already hold the gas before the start, it always comes out the same path except you don't.

    What would be real random is if the Random data source value already changes when it's still loading the track.
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  9. #549
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    I have a question:

    What are those #of logic cards in the index really? I presume it's the yellow coding cards, but it doesn't make sense that you need only 5-6 cards but it still shows 1-10.

    Can anybody explain?
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  10. #550

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    I have a question:

    What are those #of logic cards in the index really? I presume it's the yellow coding cards, but it doesn't make sense that you need only 5-6 cards but it still shows 1-10.

    Can anybody explain?
    It's just to give an estimate of how complex the tutorial is. I guess it's not really needed, Luthanick set up the spreadsheet last year but he hasn't been around for ages. I guess we all just carried on filling it in as normal.
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