Drifting meters rule

allc1865allc1865 Member, PRO Posts: 777

Hi everyone,

I was hoping someone could give me some suggestions with my drifting rule...
So basically when my actor drifts I'd like the drifting meters to show up, so to accomplish this I put in my rules,

when rotation is greater than 90 > change attribute game.Drift to true.
Then it would display a text that showed how many points you've earned in that drift.

That way isn't really the best way because when I set up another drifting rule, say rotation is > 60, they all show up at the same time which I don't want.

I've also tried this way,

Constrain Attribute Drift to abs(SpotXpos-Car.Position.X)/60

which works better, but the only problem is is that whenever I drift, the numbers continue to count - they never stop.

So I was hoping for some suggestions on how to make this work :)
Thanks guys

Best Answer

  • opaopa Posts: 35
    Accepted Answer

    Ok. You can use one integer attribute instead of booleans

    When self.rotation => 90 change game.drift1 -> 1

    When self.rotation > 30 and < 60 change game.drift1 -> 2

    When self.rotation =>60 and < 90 change game.drift1 -> 3

    Etc..

Answers

  • opaopa Member Posts: 35

    How about using two rules:

    When self.rotation => 90 change game.drift1 -> true

    When self.rotation > 60 and < 90 change game.drift2 -> true

  • allc1865allc1865 Member, PRO Posts: 777

    @opa, I could just do it that way, but I didn't want to have so many boolean attributes which I figured I would if I had several angles for different kinds of booleans.

  • allc1865allc1865 Member, PRO Posts: 777
    edited April 2014

    @opa, thanks for the reply. Great suggestion, because that works better.
    Just one question if you don't mind answering it. Why do you change game.drift to 1, 2, 3 and so on?
    What do those different numbers tell gamesalad?

    Thanks!

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