1. #421
    Blastergamer's Avatar Senior Member
    Join Date
    Mar 2014
    Location
    Rocking Trials Country
    Posts
    2,539

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by dasraiser
    Worked out how to easily move docs about,

    open up "Shared with me" and drag the Trials folder to "My Drive", this makes a synced copy of the folders and files

    now you can drag your docs into the relevant tutorial folder
    That means I can put mine too?
    Share this post

  2. #422
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    @Blastergamer, yes if your shared with me folder has the trials folder in it, if not i'll take a look and see if i have/can find the permission to share.
    Share this post

  3. #423
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    i've had a rethink on creating a display board timer, if you set an interval trigger to 3 ticks, this gives a nice even 0.05sec increment, then use impulse clamps at the end of each sequence to toggle the invisibly chain on each segment.

    so
    every 3 ticks toggle the 100th digit between 0 and 5 then every 2 clamped ticks pass the impulse to the next invisible toggle to increase the 10ths, then on 20tick clamp pass it to the seconds digit, and so forth, not quite as accurate as 1/60th but will maintain true time and be accurate to 1/20th sec.
    Share this post

  4. #424

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    why not use the flip flop timer in that case? and switch between 5 and 0

    or only let the last number switch between 6 numbers instead of the 10 suggested earlier because the last numberisn't very accurate it might be better to leave some numbers out
    Share this post

  5. #425
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by sparkierjonesz
    why not use the flip flop timer in that case? and switch between 5 and 0

    or only let the last number switch between 6 numbers instead of the 10 suggested earlier because the last numberisn't very accurate it might be better to leave some numbers out
    i was basing this on lukeyy19 flipflop toggle, but will only need 1 interval trigger, set on 3 ticks, all segment starting impulses are chained and timed with impulse clamps, instead of interval triggers with offsets and long tick duration, the segment count would be like a real clock, 0-3m:0-9m :: 0-5s:0-9s :: 0-9 10th:0/5 100th
    Share this post

  6. #426
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Would anybody be interested in a How To tutorial for making a 1st person switch that doesn't need any physics present to be activated?, it requires the OoP DLC.
    Share this post

  7. #427
    Blastergamer's Avatar Senior Member
    Join Date
    Mar 2014
    Location
    Rocking Trials Country
    Posts
    2,539

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    I have a little question:

    What is an retargeter and what does that do or for what is it used for?

    I just don't want to completly make a new thread for this question.
    Share this post

  8. #428
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Blastergamer
    I have a little question:

    What is an retargeter and what does that do or for what is it used for?

    I just don't want to completly make a new thread for this question.
    the retargeter lets you select an input item based on the selected index that is then passed to the item targeting it. take the OPE, it would ordinary target an object, but if you target a retargeter, you can then choose 5 object targets and using its selection index pass the object you want the OPE to act on.

    retargeters are useful for things like selecting a particular sound effect based on your game logic, your "Play sound" code doesn't care what sound source is select, it is just used to play what ever its given. example , you go to open a door, its locked, your code selects a door handle rattle sound and when you go to open the door it plays that sound, now say you find the key, all you need to do now is update the index in the retargeter to a unlocking click sound, so when you go to open the door it plays this (also the index variable data number can be checked to see if the door should be opened 1=no,2=yes, if 1 is rattle handle and 2 is click open).

    a lot of triggers can target the retargeter, Colour/Object Info/State Event/etc, this makes the editor very flexible and possibilities almost endless.

    a couple of things to note with retargeter, it takes a few ticks to stabilise (not sure if that's the case since the title update!) and you can only target an item of the same type expected or another retargeter (expanding the 5), so if the trigger expects to target an object you can only target objects with the retartger, also RedLynx have fixed the double target gamish breaker.

    hope that helps some
    Share this post

  9. #429
    Blastergamer's Avatar Senior Member
    Join Date
    Mar 2014
    Location
    Rocking Trials Country
    Posts
    2,539

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    And a second question:

    Is there a datasource like game variable datasource or object info datasource that checks collision hit power of an object?

    I only know that area/hit trigger has something like that.
    Share this post

  10. #430
    dasraizer's Avatar Senior Member
    Join Date
    Apr 2014
    Location
    UK, Isle of Wight
    Posts
    1,195

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Blastergamer
    And a second question:

    Is there a datasource like game variable datasource or object info datasource that checks collision hit power of an object?

    I only know that area/hit trigger has something like that.
    sort of, as in im not 100% sure what the value that returned means, but using the Object Info Data Source set it to "Applied Force" , you can target both physics/non-physics objects and when they bump or are overlapping it will show a value change, until the part ways.

    if a physics object collides with a non-physics object, the non-physics object will hold its value and the physics object will show the delta force applied.

    they make a simple hit scan system
    Share this post