1. #251
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    They are more than welcome to adjust the coding to their needs.

    I just re-read your example and I was just thinking, who would tie a timer to an OPE event??? O_o They are two complete separate things.
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  2. #252

    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.
    i don't think vds and filter would ever switch places like that unless some extra coding got activated in your vds chain or filter chain so your pretty safe

    also you can always use a delay filter so your sure it happens in the right order
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  3. #253
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by sparkierjonesz
    i don't think vds and filter would ever switch places like that unless some extra coding got activated in your vds chain or filter chain so your pretty safe

    also you can always use a delay filter so your sure it happens in the right order
    there really is noting to say the order to which the interval ticks happen, that's down to the game, it may never switch them, it could be the game pre-compiles the script and fixes the order, but maybe it doesn't, what happens if you initials some extra code and it recompiles or changes the order, although i doubt this, but you still have to treat it like its truly object orientated, plus what i suggested saves an extra interval tick and makes it more logical to look at, that has to be good.

    maybe one of the devs would be willing to share some insight to how the game engine compiles and executes the script.
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  4. #254

    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by dasraiser
    Originally Posted by sparkierjonesz
    i don't think vds and filter would ever switch places like that unless some extra coding got activated in your vds chain or filter chain so your pretty safe

    also you can always use a delay filter so your sure it happens in the right order
    there really is noting to say the order to which the interval ticks happen, that's down to the game, it may never switch them, it could be the game pre-compiles the script and fixes the order, but maybe it doesn't, what happens if you initials some extra code and it recompiles or changes the order, although i doubt this, but you still have to treat it like its truly object orientated, plus what i suggested saves an extra interval tick and makes it more logical to look at, that has to be good.

    maybe one of the devs would be willing to share some insight to how the game engine compiles and executes the script.

    it all depends on what you want, you can even do without the generic filter
    interval trigger->delay->end
    and a curved datascource as timer
    trigger only needs to send 1 impulse

    you can even let the countdown start whenever you want with a simple state event from some other coding that was already made or even have different ways to trigger. it all boils down to what you want and how random things are
    for some things you might even need that extra interval trigger if for some reason you want triggers that work differently
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  5. #255
    Jarr3tt88's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by sparkierjonesz
    it all depends on what you want, you can even do without the generic filter
    interval trigger->delay->end
    and a curved datascource as timer
    trigger only needs to send 1 impulse

    you can even let the countdown start whenever you want with a simple state event from some other coding that was already made or even have different ways to trigger. it all boils down to what you want and how random things are
    for some things you might even need that extra interval trigger if for some reason you want triggers that work differently
    ^ ^ ^ Theres millions of way to do lots of things, even the timer. This is my version, thank you for your concerns tho I'm telling you I haven't had problems so lets let it go please?

    My next tutorial I'll make soon. Will show how to animate cars a few different ways!
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  6. #256
    mutetus's Avatar Trials Developer
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    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Anyone still wondering if it's possible to make a decent tune in the editor check my "Evolution Demo". I'll try to make a flowchart of the sound generator if I learn how to draw one...
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  7. #257

    Re: Visual Flowchart Editor Tutorials {33} and counting...

    They are actually very easy to make. just PM one of us your email and we'll get you started.
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  8. #258

    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Does anyone know how to make checkpoints behind eachother? I want to make an all reverse track, but I can't get the checkpoints to work.
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  9. #259

    Re: Visual Flowchart Editor Tutorials {33} and counting...

    Originally Posted by A7XfoREVer531
    Does anyone know how to make checkpoints behind eachother? I want to make an all reverse track, but I can't get the checkpoints to work.
    I think the logic gets more and more complicated the more checkpoints you have in the wrong order. If I were you I'd follow the spin tutorial, force the bike to spin 180 at the start and then disable the spins, you can then reverse through the checkpoints in their normal order.
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  10. #260

    Re: Visual Flowchart Editor Tutorials {33} and counting...

    I've already got that one and dasraiser has a version as well:

    Add More Checkpoints(das)
    Using Checkpoints out of order (me)
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