1. #231

    Re: Visual Flowchart Editor Tutorials {29} and counting...

    Originally Posted by nannerdw
    You can also use a single sound source: trigger it on, and send its impulse to a chain of set value events to change its pitch and volume. You'll have to set the pitch to a 2 input operator, which divides the pitch value by 100 to convert it to its proper decimal value.
    Sounds like about the same amount of logic to me, plus you'll still need delay filters in there or all the sounds will go off at once.
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  2. #232

    Re: Visual Flowchart Editor Tutorials {29} and counting...

    Id like to share my water raise tutorial.
    I tried some of the stuff with the ope but i found a easier way imo.

    I attached a (directional force) to the water that points upwards.
    Water has no physics at this point so it can't raise.

    Then i used a (physics on box) and (physics off box) attached it to the water, and between them a (delay filter).

    The trigger is attached to the (physics on box), so when i hit the trigger physics are enabled on the water and it starts to raise.

    With the delay filter you can set how long it raises.

    You can also adjust the speed of the raising water with the (directional force) options.

    You also have to disable gravity on the water and put object gravity to 1, that's what i did.
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  3. #233

    Re: Visual Flowchart Editor Tutorials {29} and counting...

    Originally Posted by Lumberjack
    Id like to share my water raise tutorial.
    I tried some of the stuff with the ope but i found a easier way imo.

    I attached a (directional force) to the water that points upwards.
    Water has no physics at this point so it can't raise.

    Then i used a (physics on box) and (physics off box) attached it to the water, and between them a (delay filter).

    The trigger is attached to the (physics on box), so when i hit the trigger physics are enabled on the water and it starts to raise.

    With the delay filter you can set how long it raises.

    You can also adjust the speed of the raising water with the (directional force) options.

    You also have to disable gravity on the water and put object gravity to 1, that's what i did.
    Instead of an on and off, you could use a splitter that goes to physics toggle and delay, which also goes into the toggle. Different way to do the same thing Oh, and physics joints work nicely to raise/lower water.
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  4. #234

    Re: Visual Flowchart Editor Tutorials {29} and counting...

    Great idea,thx 4for the tips there helping me a LOT the editor is a scary place if u dont know what u r doing
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  5. #235

    Re: Visual Flowchart Editor Tutorials {29} and counting...

    I am trying to make a skill game where you have to control an object from a bird's eye view. I have it set up so that the object can move with an OPE up, back, side to side and diagonally in straight lines when you press the directions. Now I have two problems... one is that i cannot prevent the object from leaving the playing area because it can go through objects. The second problem is that it cannot activate triggers. If anyone has a solution or any suggestions then that would be very helpful.
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  6. #236
    NasT65's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {29} and counting...

    Originally Posted by A7XfoREVer531
    I am trying to make a skill game where you have to control an object from a bird's eye view. I have it set up so that the object can move with an OPE up, back, side to side and diagonally in straight lines when you press the directions. Now I have two problems... one is that i cannot prevent the object from leaving the playing area because it can go through objects. The second problem is that it cannot activate triggers. If anyone has a solution or any suggestions then that would be very helpful.
    I know one thing for sure. To activate triggers, area or hit, it has to be inside the physics bubble. Seems like u could use a filter somehow to prevent going to far.
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  7. #237

    Re: Visual Flowchart Editor Tutorials {32} and counting...

    Can anyone make one of these drawings to show how to lean with a custom vehicle please?
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  8. #238

    Re: Visual Flowchart Editor Tutorials {32} and counting...

    Originally Posted by Tokes
    Can anyone make one of these drawings to show how to lean with a custom vehicle please?
    Not too sure what you mean by that. can you explain a bit more?
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  9. #239

    Re: Visual Flowchart Editor Tutorials {32} and counting...

    Like to make my vehicle lean back and forward like the bike. Ive tried using the Bike Control Lean but im not sure what to connect it to or how to connect it to the custom vehicle. Mainly I just want to know how to set up a simple Lean with my vehicle I know it can be done the GCS Insane Sidewider set up pro it leans like a champ.
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  10. #240

    Re: Visual Flowchart Editor Tutorials {32} and counting...

    I'll take a look at GCS's thing later. The whole idea is really dependent on how you make your vehicle move, and there are many ways to make that happen.
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