Ok so I think I got the color variation working pretty well. I just need to rearrange some of the color event targets to my liking and I should be golden.
Used a switch filter since I was only using 3 colors anyways.. that gets its 0, 1 or 2 value from a random data source. Those 3 values are sent to a color event which gets its data from a vector. Worked out nicely. It probably could've been done much simpler but like I said, I've never really got this far in to animating things. Usually just the odd physics event here and there and maybe the occasional OPE. lol
its pretty easy to reduce this code some more if you're interested
you only need 1 set of color vectors and you can point these to all your color vectors
also your random datasources don't seem to be automaticly reseeded based on user input
not sure if you're ok with them not really being "random"
you got the basics of the coding down so soon you'll be able to make crazy stuff![]()
The physics bubble is irrelevant with OPE.Originally Posted by sparkierjonesz Go to original post
Not in my case. I was shutting the OPE off at the end and switching physics on which is why he said that.Originally Posted by Amerrill16 Go to original post
@spark - Thanks for those suggestions! You and das have been a big help!
Yes indeed. Emitters you say.. care to elaborate?Originally Posted by JolanXBL Go to original post
Without changing the colors, you could use just 2 Emitters, a Delay and a State Event. Colors complicates things and without looking into the Object Array I can't give you anything better than what you already have. Here's my idea bluntly:
2 Emitters: One starts right away at the start, while the other starts a bit later, at the drop-off.
The first one is set to say, once every 3 seconds, to a maximum of 5. That ought to be 15-18 seconds before the first copy of the object disappears. So then you have the second Emitter begin to fire 15-18 seconds after the first. The 1st Emitter is set NO to physics, with a power, and the second is set YES to Physics, with no power (or maybe a bit of power to continue the previous animation).
So you'd have blocks spawning at the start, traveling to the end then vanishing. At the same time there are blocks spawning at the end and simply falling down. It's a cheap gimmick to simulate boxes traveling in a straight line then falling off a ledge.
Interesting. I'll have to give this a try. Thanks!Originally Posted by JolanXBL Go to original post
i found a nice trick to emitting any object using the object pointer (or array would work)
(onedrive shared vid)
https://onedrive.live.com/redir?resi...t=video%2c.mp4
you may need to play the vid a couple of times for the keyframes to register and get better quality.
basically the emitter has an area trigger attached to the emitter start, then this sends an on hit impulse (with disable after hit checked) this goes to a SVE that increments the index to the object pointer, then the value is checked with the filter and if its over the number of objects (10 but as pointers/arrays run from 0 to 9, its set 9) this then on true sets the value back to 0 which resets the pointer sequence. the last thing is to turn the area trigger back on ready for the next object.
@jolan, great simple idea, i would not bother with the second emitter however and just use one, i'd make the friction of the belt 0 and at the end of the belt add a small area affecter to slow the objects throw.
@dasraizer Yes however if the objects are being used as obstacles, the bike hitting them, or riding on top, would affect their movement.
I know I've tried this but can't recall the results: Emitters can duplicate other Emitters but if they could also duplicate toolcards, you could easily have each copy with it's own code to change its color & do other stuff.