1. #641
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Whoa woah Jolan! No need for that complex setup.

    I've got the idea how to make it short with coding without physics. Just 4 logic cards required each grid square:

    Distance Operator: Panel (target 1 is the character; target 2 is the grid tile - when the character is landing on a grid square, the panel distance has to be ZERO otherwise the wall blocking of that tile won't work)<-operand 1--Two-input operator: Equals ZERO<-Enabled--Interval Trigger: 1 tick--->State Event: Off---> (targets the controller directions)
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  2. #642

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

    Originally Posted by Jolan
    I think I did this right, first time using Google Docs.

    This is how to set up a one-time collision detection for any OPE-controlled player. Each side of the bounding box will detect collision with any solid object and disable control fro that direction. This way you don't have to worry about copying Area Detectors all over the place, unless I'm reading your example wrong
    The Bounding Box instead accompanies the player throughout their travels leaving you, the creator, to construct your map without worry of leaving a hole open somewhere.
    Of course if the player is controlled solely by OPE and there are stairs or inclines of any sort, that complicates things in which you should just be using Physics in the first place! But I'll go over that in another Doc.

    https://docs.google.com/drawings/d/1...c_0/edit?pli=1

    The 3D player model was found on the net and used without permission, but I hope it's ok here.
    http://cghub.com/images/view/326278/
    this is a nice and easy way to limit ope movement, i might borrow it one day
    or maybe ill tweak it to use the stick value datasources instead of the suggested stick triggers
    i see alot of potential for tweaking it
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  3. #643

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

    Originally Posted by Blastergamer
    Whoa woah Jolan! No need for that complex setup.

    I've got the idea how to make it short with coding without physics. Just 4 logic cards required each grid square....
    What do you mean by 'each grid square'? Like moving your piece one square = 1 step?
    It looks complex but it's just a few cards x4. What you're looking for could prolly be done easier, I was just inspired by the post to jot this down
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  4. #644
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Everyone codes different lol.

    Jolan, he's doing a maze thats why it's one step at a time, grid movement ftw!
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  5. #645
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    The shortest possible way to disable character passing through walls without using physics in grid form: https://docs.google.com/drawings/d/1...B6OAJM8Ds/edit
    It does have 1 downside, see NOTE in the document.
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  6. #646

    i found a easy way to make water move up and down

    Originally Posted by rlmergeuser Go to original post
    I finally found that thread where JJ explained how to move it, and I don't really see what the problem is with moving water. It looks just like moving any other object with an OPE using global instead of local. Am I missing something?
    you will just need a physics joint then go to object properties and set type to slider make sure you make the slider arrows point up and down after then set properties to advanced after set target 1 to a object with no physics then target 2 to the water then go to linear settings then linear motor enable the motor now just mess with the -3.00 and the 3.00 to see which way the water goes hope this is easier for you all?

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  7. #647
    Blastergamer's Avatar Senior Member
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    @eazymane6: Yes, it can be done with physics joint too instead of OPE, but that post was about 2 years ago, which is a very long time.
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  8. #648
    mutetus's Avatar Trials Developer
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    Let's see if this sharing thing works. My first attempt in making these drawings.
    This is the HSB to RGB converter:

    https://docs.google.com/drawings/d/1...it?usp=sharing
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  9. #649
    Originally Posted by mutetus Go to original post
    Let's see if this sharing thing works. My first attempt in making these drawings.
    This is the HSB to RGB converter:

    https://docs.google.com/drawings/d/1...it?usp=sharing
    Thanks, going to save that now to use it easier in the future. You are like a math wizard..

    edit: I'll wait until some patch comes out that stops my 360 from freezing every 10 seconds when I try to select the vectors..
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  10. #650
    dasraizer's Avatar Senior Member
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    i know that feeling rishaan, i found if your attempt to delete one thats in use it will create crashes further down the line, it sux i have to be damn careful (instead of carefree) when using them!

    i posted this method to crash the game to support, i do not recommend trying this at home, i thought i'd just highlight it

    in the editor:
    place two "vector object info" (not connected to anything)
    place a "Vector operator" set it to "N Vectors" and target the two "vector object info"
    now delete the "Vector operator" and replace it, again re-target the two "vector object info"
    now point one of the "vector object info" target to an object and the console will crash back to dash board every time (i just pointed it to the other "vector object info"), note: two was the minimum number of "vector object info" i found it needed to crash the editor.

    i recommend not using the N Vector option at all until its fixed.

    and daaamn mutetus, awesome
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