1. #1

    OPE sends object to wrong co-ords

    I've been buliding a skill game and I have 2 OPEs affecting the game character (ball).

    (Y)>set VDS 1/0 >OPE-CDS>target----(A)>physics on ---------->ball hits target---more logic--- >OPE>target - start position /rotation

    the first controls motion on the x axis with no rotation, and the 2nd returns it to the original co-ords after the turn has ended.

    However, the 2nd OPE doesn't always return the ball to the start co-ords. more often than not its off course which means the ball can go outside of the play area.
    I've tried putting state events in the chain to reset the 1st OPE but that doesn't help.

    It's possible the point of release may have something to do with it. e.g. how far along it's curve on the CDS it has gone before release. how can I reset the values in the CDS?
    Thanks
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  2. #2
    Hey elCamsterino,

    I've had this problem too. It seems that OBE don't work very well with objects that have had physic's on at any time. In one of my FPS games I tried to move the ball I was using, but it did the same thing yours did, it went to some random place, kind of in between where it was and where it was going. I have no idea why it does this, probably a glitch. You could try putting the Ball in an Object Array, target an Object Getter to the Object Array, and then set your OPE to the Object Getter. I never tried this so it may or not work.

    Best of luck getting it working!
    - PneumaticBog484
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  3. #3
    mutetus's Avatar Trials Developer
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    There's some glitch in the OPE that's difficult to fix at this point, but you should be able to move a physics object by using OPE with the object with physics on for one tick and on the next tick OPE+physics off together. It's a bit tricky, but should help.
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  4. #4
    Originally Posted by mutetus Go to original post
    There's some glitch in the OPE that's difficult to fix at this point, but you should be able to move a physics object by using OPE with the object with physics on for one tick and on the next tick OPE+physics off together. It's a bit tricky, but should help.
    So is this what you mean?OPE --Ball(physics on)>State event -- OPE disable> physics off>state event OPE(2) on >Physics on...or do I need a delay filter in there between state events?
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  5. #5
    Originally Posted by pneumaticbog484 Go to original post
    Hey elCamsterino,

    I've had this problem too. It seems that OBE don't work very well with objects that have had physic's on at any time. In one of my FPS games I tried to move the ball I was using, but it did the same thing yours did, it went to some random place, kind of in between where it was and where it was going. I have no idea why it does this, probably a glitch. You could try putting the Ball in an Object Array, target an Object Getter to the Object Array, and then set your OPE to the Object Getter. I never tried this so it may or not work.

    Best of luck getting it working!
    - PneumaticBog484

    I just worked out what you mean by this... good idea, I'll try it tonight
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  6. #6
    I should maybe have mentioned this... there is an effect attached to the ball. An explosion for when it hits a fail zone... possible contributing factor?
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  7. #7
    Hey man
    I just noticed your thread. I've overcome these issues by forcing checkpoint restarts. I've done this with all of my XBOX 1 Pinball games.

    To make this work, just make sure your game character object has the default setting in advanced settings to reset position on checkpoint restart.

    Any data variable you want to keep track of should uncheck 'reset on checkpoint restart' (i.e. score)

    Even though you don't use the rider, to get this to work right, you need three rider checkpoints: Start, Check point #1, and Finish. Place the Check point #1 right after the Starting Checkpoint so the rider always triggers it. This is necessary so your game doesn't reset to the very beginning upon initiation the checkpoint reset command.

    This trick allows you reset anything you want, regardless of any bugs and keeps the game ticking. It also has the benefit of cleaning up memory IMO

    good luck either way,
    -MBX
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  8. #8
    Originally Posted by MasterXBlasterX Go to original post
    Hey man
    I just noticed your thread. I've overcome these issues by forcing checkpoint restarts. I've done this with all of my XBOX 1 Pinball games.

    To make this work, just make sure your game character object has the default setting in advanced settings to reset position on checkpoint restart.

    Any data variable you want to keep track of should uncheck 'reset on checkpoint restart' (i.e. score)

    Even though you don't use the rider, to get this to work right, you need three rider checkpoints: Start, Check point #1, and Finish. Place the Check point #1 right after the Starting Checkpoint so the rider always triggers it. This is necessary so your game doesn't reset to the very beginning upon initiation the checkpoint reset command.

    This trick allows you reset anything you want, regardless of any bugs and keeps the game ticking. It also has the benefit of cleaning up memory IMO

    good luck either way,
    -MBX
    Dude thanks so much for this... I was starting to lose hope. I'm not exactly sure how to go about it but i'll have a play with it today. glad I've got something to go on.
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