1. #241

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

    Is it even possible to use the bike control lean for custom vehicles or is that for the bike only. Right now im using directional force or area effecter i get those 2 confused either way its like a ghetto lean. Id much rather have it behave like the bike does. So if it is possible and anyone knows how could you help a brotha out. FYI my vehicle is a single lock to driving line vehicle. Not a crazy turning vehicle pretty much just a solid body everything is glued except the tires which are obviously connected using physics joints....i also have logs point to point physics jointed to the main body in front of and behind the vehicle and they are locked to the driving line so its more stable.
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  2. #242

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

    The bike control lean is only for the bike, but I know some people have attached vehicles to the bike with physics joints to get the lean from the default controls. If you wanted to make your vehicle without connecting it to the bike you might be able to use the game variable data source. It has a setting for the left or right stick, both up and down and left and right. I could maybe put something up for that if you want.
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  3. #243

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

    Yes it's possible, you need to check what values the bike lean has and tie that up to a directional force using a two input operator to get the actual values you need. I don't know what values the bike lean has but it tells you in the description of the object.
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  4. #244
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {32} and counting...

    Not sure if there was a timer tutorial, I didn't see one so I went ahead and made it! I'm sorry I put it in the wrong spot, I tried to look how to move it but didn't see a way. Please move to the correct folder for me thanks!
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  5. #245

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

    Originally Posted by Jarr3tt88
    Not sure if there was a timer tutorial, I didn't see one so I went ahead and made it! I'm sorry I put it in the wrong spot, I tried to look how to move it but didn't see a way. Please move to the correct folder for me thanks!
    There's a little folder icon next to the title of your tutorial.. click it and you get an option to 'organize' and from there you can select where the file will live. I already moved it into 'uncategorized' since it doesn't quite fit into the categories we already have created. As a collaborator though, you can move it or put it anywhere you think it belongs, or create a new folder for it. Our whole naming system is really still a work in progress.

    I also added your name to the OP with a link to your Evo thread.
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  6. #246
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    hi Jarr3tt88

    your code needs to be modified as there is no guaranty that the test will be done after the tick to the decrement, it could happen in this order:-

    tick
    [
    Check Filter (VDS=1)->false
    VDS-1
    ]
    tick
    [
    VDS-1
    Check Filter(VDS=-1)->false
    ]

    my suggestion is to hook the Set Value Event -> Select Event/Filter to the Generic Filter and remove the Interval Tick to the Generic Filter to stop this possible problem.
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  7. #247
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by dasraiser
    hi Jarr3tt88

    your code needs to be modified as there is no guaranty that the test will be done after the tick to the decrement, it could happen in this order:-

    tick
    [
    Check Filter (VDS=1)->false
    VDS-1
    ]
    tick
    [
    VDS-1
    Check Filter(VDS=-1)->false
    ]

    my suggestion is to hook the Set Value Event -> Select Event/Filter to the Generic Filter and remove the Interval Tick to the Generic Filter to stop this possible problem.
    What? lol I've used this timer in several of my games, works 100% of the time as is. I even have a video of it linked in the google doc. If anything if you want to be "safe" set to equal less rather than equal. But like I said, works perfect plenty of times that way.
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  8. #248
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by Jarr3tt88
    What? lol I've used this timer in several of my games, works 100% of the time as is. I even have a video of it linked in the google doc. If anything if you want to be "safe" set to equal less rather than equal. But like I said, works perfect plenty of times that way.
    yeah setting to less equals will be ok, but if critical timing is required then the only safe way would be to tie the SVE to the GF, this is because the script language is object orientated, think of it like threading in windows.

    take this as an example

    interval tick to splitter, going to
    1: state event targeting an OPE
    2: said OPE set to one shot move for an object

    this may or may not work, if the OPE code is inspected before its enabled with the state event then it simply will not work or at the very least be 1 tick behind.
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  9. #249
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Be my guest if you want to set up a separate one....lol

    Not sure what you mean critical timing tho. This is only for when you want a counter to go from 100 to 0 only or whatever. A game ending timer, but I've even used the SAME thing in my simon says track, a timer making you reset if you didnt do moves fast enough.

    In addition, critacal timing to off by 1 tick? You wouldn't even notice. Its .016s

    Edit- I really hope this post isnt coming off sounding harsh.
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  10. #250
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by Jarr3tt88
    Not sure what you mean critical timing tho. This is only for when you want a counter to go from 100 to 0 only or whatever. A game ending timer, but I've even used the SAME thing in my simon says track, a timer making you reset if you didnt do moves fast enough.
    i have to admit i was more concerned with critical ordering rather than timing (interval on my mind)

    Originally Posted by Jarr3tt88
    In addition, critacal timing to off by 1 tick? You wouldn't even notice. Its .016s
    sure it's ok if the interval trigger is set to 1/60th second continuous, but what if its set to disable after 1 tick, if say you wanted to OPE a bullet back to its origin, then that OPE may never work.

    Originally Posted by Jarr3tt88
    Edit- I really hope this post isnt coming off sounding harsh.
    not at all harsh, was just pointing out that some things need to be chained together for things to work correctly, sure 1/60th sec is nothing for end game timing and its good you've not had any problems with this, however its not a guarantee as someone else may.
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