1. #1

    trigger Random effect help needed

    I have a couple of water spout effects and I want them to go off randomly one at a time, I would like this to happen continuously, I found a video online on how to randomly trigger a visibility event but it didn’t seem to work so wondered if anyone can tell me how to put something together to achieve this.

    I am assuming that the random number generator and the generic filter may need to be used but might be wrong.

    Appreciate any examples people can provide.
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  2. #2
    Bump, will leave a few days before the next bump if no answers
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  3. #3
    Just to update I believe I have found a way to do it my self, what I did is

    Interval trigger into a interval splitter, then the interval splitter was linked to 8 impulse delay filters these in turn were linked to 8 state events set to toggle, the state events were then linked to 8 effect events and the effect events were linked to the effects, I also had 4 random number generators that were linked to the interval delay time of the impulse delay filter to try and and some randomness to how they go off ( this needs some improvement though as several go off at once sometime)

    Still if anyone else has any ideas I would appreciate it as my way may be very cumbersome.
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  4. #4
    I'm not an expert but you could consider trying an object array and give each state event a number in the array and then set the random number generator between 1 and 8...

    I don't know if this will work but I noticed no-one else had replied to your post. Hope this give you something to play with.

    there is some object array stuff in one of the editor streams on youtube
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  5. #5
    You can build a very basic "random" switch using the set-up in the image below. Essentially the generic filter is controlling the probability of a true or false answer each time the random data source "rolls". Keep the random data source at default settings other than the interval speed (set this to whatever you want) and then change the comparison value 2 in the generic filter to a number between 1 and 1000 depending on how rare you want a "true" output. Remember to set the generic filter to "Greater Equals" or "Greater". to increase the likelihood of a true output, simply decrease comparison value 2.

    Hope this helps.

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