1. #581
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    [
    There is no Two Input Operator in that tutorial :/
    I've meant this from your previous post with the cursor, that your suggestion doesn't work.
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  2. #582
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    I just had a thought about the tutorial for the object information delay filter. While I have used it to have one object follow the path of another, the exact same set-up could be used for action replays if that's useful to anyone.

    All you would do, is use the same logic setup for each moving object in your game, but turn the end OPE off. Then when you want the "replay" to occur, just turn any OPE's you have off, and the ones in the tutorial on, and the game will replay from which ever point you have selected for the delay, up to 16.6 seconds maximum.
    I just got thinking, if you want to record controller values for the bike, do you just need to change the OIDS to the GVDS and the OPE to the bike control event?
    Then, what lean values do I need to set, because there are 129 (something like that) values? 129/3=43?
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  3. #583

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

    Sort of. It would be slightly more complicated than that, and that would only record controller inputs, it would not affect the bike and rider position so you'd need a way to reset that as well.
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  4. #584
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    to keep it synced up blaster use the Game Object Info source for the controller values and store these in place of the Get Object Position/Rotation.
    and yeah its an odd number for multiplying the pad values up to the +-127 , means you need a two input set to divide 127 by 3 =42.333333 and use this to multiply the stick values.
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  5. #585

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

    Sorry to drop in like this but i would like ask a question:

    How would i animate 2 objects which are connected?

    To put it into an example, a saw arm which is rotating down while at the same time a saw is rotating while moving with the arm, like the massive minnng rig on "Pump it up" on RoD.
    Im pretty sure i've been told before but i didn't understand this new technical language, is there a simple way?
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  6. #586

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

    Originally Posted by LitTlExJeZuZ
    Sorry to drop in like this but i would like ask a question:

    How would i animate 2 objects which are connected?

    To put it into an example, a saw arm which is rotating down while at the same time a saw is rotating while moving with the arm, like the massive minnng rig on "Pump it up" on RoD.
    Im pretty sure i've been told before but i didn't understand this new technical language, is there a simple way?
    Don't apologise that's what this thread is for.

    If you animate the arm first of all, and get that working the way you want. Then glue a dummy object to the arm where you want the pivot point of the saw blade to be.

    Then get a vector info data source set to position and target the dummy object and use the co-ordinates in the OPE for the blade, set to global.

    Then use local settings for rotational movement in the same OPE.

    Hope that's what you wanted.
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  7. #587

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

    Thanks alot for the help Jam, the saw was just an example, i wasn't using it but definatly a prime test subject , it's certainly opened up some branches to even more advanced OPE work, thanks alot mate.
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  8. #588
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    JaminBen, I got a problem about you object information delay filter. I want to make something similar with sparkierjonesz's track, where a dummy rider follows.
    Strangely, if I have the vector size at 500, it works perfect, but if I change the size to 180 (3 secs), and the impulse delay+2 generic filters to 179, something odd happens:
    1st, the object waits 3 secs as it should.
    2nd, the object starts to follow the rider as it should, but
    3rd, after 3 seconds again, the object just stuck nonstop in the rider's head.
    Don't know why this happens or it's just a bad day for the editor.
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  9. #589

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

    The size of the vector does not dictate the delay, it's the delay ticks in the delay filter that do. It sounds like you haven't reduced the delay filter ticks to 179 to match the vector. Your filter comparison values will also need to be 179.
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  10. #590
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    The size of the vector does not dictate the delay, it's the delay ticks in the delay filter that do. It sounds like you haven't reduced the delay filter ticks to 179 to match the vector. Your filter comparison values will also need to be 179.
    thanks, I just realised that I can still let the vector size at 500 and shorten the delay. Funny if you have the 2 generic filters, impulse delay at 179 and the vector size at 180, that the odd thing will happen, but at delay 499 and size 500 not and 179 and 500 also not,
    I had reduced the delay ticks to 179, so, it's just funny.

    I want to make a trials track this time!
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