Trajectory path and rule when angle changes
themagicbox
Member, PRO Posts: 82
So I have a zapper thing where the angle can be adjusted to shoot something...I want to trigger an action everytime the angle changes, and use that angle for a rule...when the game first starts, it will already be point at 90 degrees..and the action would happen for 90 degrees...when the player changes the angle to maybe 60, it will fire the same action as before but for 60 degrees, it will also stop the previous action if it is still going on...the action doesn't last that long but if someone were to swipe through the angles, they should see the beginnings of all the actions each angle they swipe through...I hope my explanation makes sense lol
Comments
The hard way is to use that same rule but then have a custom animation that can be stopped if the rule is no longer true. I'm not going to explain that here because I really don't have any experience with it. But you can search for it.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
this is going to link to another post I have to make haha but pretty much the action I want to "contrain" to the angle is a trajectory path...for the "path" I am recording the positions of a shot bullet from the zapper (an invisible actor will shoot when game starts and whenever the angle changes) to create a trail. I would like to trigger that invisible actor to shoot whenever the angle changes hopefully that makes more sense
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
http://www.youtube.com/watch?feature=player_embedded&v=SsYsPbUF6Dk
the above is a video for how to create a stream of dots that show the path of a shot actor.
What I would like to do in have the dots fill up faster that the timers in game salad can go. The shot actor will be moving faster than the demo in the above video and the dots are too far apart when I test it out. I noticed there is some point around 0.02 where the timer just doesn't go any faster when I was trying out a faster times
I found stuff one fast loops and I figured this may be what I need. But after trying to put it in my game but I can't seem to have it loop properly. The number of dots that show when the actor is shot decreases as I copy more copies of my rule...
Is there any easier way to have loops faster than the timers?
http://forums.gamesalad.com/discussion/56871/fast-loops-and-trajectory-path#latest
that's what I want to happen when an angle is chosen (an actor is fired and a trail is created)
so there is a pointer on a half circle protractor thing to choose an angle by dragging touch...everytime the pointer is moved to a new angle, an actor is fired
Is this fast enough? I made the trail actor smaller than in the attached file for this screenshot. The change velocity behavior was set to 1500 speed.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Out of curiosity, why are you using 5000? Is the camera following the projectile?
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
its looks like its working at 5000...the dots are just a little further apart..but I have no idea it its already past some threshold..im curious why in your screenshot it looks different than when I test it on my computer at 1500
Ill try looking at the hyper loops again but I cant understand how to work it...im still trying to see if I used the faster loop method right as well because I may be putting it in wrong..
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
http://forums.gamesalad.com/discussion/48649/trajectory-path
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
I watched the video and there is no project file in that demo
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
http://postimg.org/image/gsmupap5p/87cdb93f/
it says in the video they have to be the same versions...the demo is for a lower version than what im using on windows..which is 10.0
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
i decided I might be using the method of loops you sent instead of the hyper loops (which I couldn't get working either haha)
now the next part is the second part of this post...how do I fire an action everytime the player moves the angle pointer? there must be an easier way than what I can think of right now which is making a condition for each angle... that would take too long haha
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
so after testing it on a device I doubt I can have this game the way I wanted it haha....if it moves too fast it goes right through the actor and ive had to slow it down to around 400 to have the ball move in a more predicatable way...I tried density settings (like 50000) but it still goes through...I also tried a rule to check if its position is greater or less that the position of the wall but it "leaks" even further...I tried adding a bounce behaviour, but that made it bounce in unpredictable ways...I tried adding another collidable dummy actor slightly in ontop of a wall and it kind of worked (it would detect it was colliding with the dummy actor right before hitting the real wall) but it was mostly unpredicatable with I tested it on a device....i even tried putting multiple wall actors on top of each other...I don't know what else to try
I changed some stuff and I can live with the changes but even at a speed of 400 it still seems to go through sometimes..about 7 out of every 10 bounce trials the ball goes a bit into the wall..therefore creating a slightly off trail for the plot points than what it usually should be...
is there anything else I can do to try?
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
I'm trying to use ORBZ trajectory demo, however it's not exactly what I need. Very close, but not exact. I would like the trajectory lines to start from a particular actor since in my game the starting actor for each scene will be in a different position for each level.
The demo is set up so that the trajectory line span is all the way from left side screen to edge of right side screen.
I was able to change "spawn actor" from "scene" to "actor" which fixes my problem somewhat,...but the (X) location is off.
Does anyone know how to get the X position to start on the actor (X) location in my screenshot?
Thank you in advance!
http://forums.gamesalad.com/discussion/28928/path-to-the-end-of-the-screen/p1