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A few problems with logic

  • PhantomGazebo

    1. If you have it functioning properly in reverse it sounds like a Not gate before you plug it into Visible would solve all your problems

    2. How about if you put a trigger zone on the object that looks for object labels (eg walls). The trigger zone detected would turn off the flee logic if it gets too close to a wall.

    3. I’m imagining something like a chain chomp from Mario? First I would make a trigger zone around the anchor point that lays out where the chain chomp can move. In zone? Move towards player. The problem is once it leaves the zone it stops moving and doesn’t restart. Maybe you could make it like a chain chomp where after a 1 second timer it follows the anchor point for a second, then turns the follow player back on. i.e. it moves towards the player till it’s at the edge of the zone, it pauses for 1 sec, backsteps, then moves towards the player again, zone out, 1 sec, backstep. The rope wouldn’t actually limit it, it would be for show.

  • LadyLexUK
    Conversation starter

    1. Use the selector. Wire a keyframe setting the object to visible and keep changes to port A
    and invisible to port B
    Wire your interactions to the next port on the selector.
    When the player interacts first it will be made invisible, second, visible, third invisible, fourth invisible etc...

  • Necrophagiac

    1. @LadyLexUK; @PhantomGazebo: You two rock! A combination of both your suggestions did the trick...the object is now doing as I had hoped. Thank you! I'll be sure to add you both in the credits of my Dream.

    2. @PhantomGazebo: I ran with your trigger zone suggestion on this...Attached a trigger zone on the object and set a small radius to detect the "Scenery" label of the invisible wall. When this is detected, the speed on the follow gadget is reduced and the object doesn't advance further.

    While I kept this solution, it introduced a new problem. Once the speed was reduced the object stopped following the player completely, no matter where in the room the player moved. To remedy this, I had to add a second, low speed "Flee" to the object which reacted to a tag. I then built a barrier around the invisible wall made of many tags. Now the object will repel ever so slightly, just enough to get out of the "Scenery" detected zone.
    Makes me wish the Tag gadget worked like a lot of the other gadgets do...If it is surface snapped or attached to an object, the whole object is recognized as that tag. Would be far easier than having to use a ton of individual ones.

    3. Unfortunately I am still wresting with this one. The chain chomp image is funnily enough the first thing that popped in my head too...Not what I am making, but very similar in concept.
    If I make the floating object the child end of the string connector, it just drops and dangles around in the air by an invisible string. If I make it the parent end of the string connector, it floats fine but the "rope" like object just drops to the ground.
    I suspect a lot more tinkering is ahead of me.

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