Questions about the FPS template.
Specifically the Weapon/Imp enable/disable chip. I made a screenshot and highlighted several areas that confuse me. They seem redundant or if that's not the case I'm really curious what benefit they have, as my testing did not result in any changes after excluding them.
https://imgur.com/NbZhl4G
First of all the red signal manipulators. They are identical in that they smooth the input, just with a different time value. One has 0.2 the other 0.8. They determine how fast the arm animation is played. I found that using only one had the same effect. Why is the second there?
Next up the fat blue marker, the "larger than"-comparator. The signal it receives from the yellow node is labeled "weapon disabled". That signal comes from a tag and should always be 1 or 0. All the comparator does is check for something larger than 0. So it translates a 0 to a 0 and a 1 to a 1. I fail to see the point here. All I could see here is, that the wire type gets changed from a fat wire to a single number wire. But what is the benefit of doing that?
Also, next to it is a signal manipulator that neither has any effect on the combined output.
Then we got the fat green marker, a not gate with a timer. The not-gate is weird, as it reverses an earlier not-gate. The "weapon active" tag is fed through a not-gate to make the "weapon disabled" signal. And now we put that through another not-gate to get the original signal back. It seems more useful to me, to simply directly use the tag signal.
The timer is something I've seen several times in other chips of this template as well. It's called "active after 1st frame". And certainly, it simply waits for 1ms or so, then activates whatever it's tied to. But what purpose does that have? Removing this had no negative consequence for me.
So I reduced all of that to this layout: https://imgur.com/oQNVh1v
And everything still works, the weapon and imp appear and vanish just like before, repeatedly, after resetting and everything.
So I started to wonder about the black marker. That counter is supposed to disable the timeline when it settled on a state. For that purpose you really don't need any smoothing, so the signal manipulator is useless if you ask me. Next I simply dropped the entire thing and also the AND-gate that's used to reset the counter. Okay, now the timeline is always active, but that does not negatively affect anything from what I can see. If you have a reason to disable the timeline, please tell me. Maybe it prevents problems with keyframes?
For now I settled on this logic layout: https://imgur.com/cZUIn0z
It does all the same things and is far easier to read. And I really have to wonder, why was all the other stuff even there in the first place?
Please sign in to leave a comment.