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# How to Stop Interpolate half way through action?

PRO Posts: 2,102
edited December 2011
Ok forum search sucks now. Tags are pointless, doesn't come up with the right thing.

So I did try find the answer

So I interpolate my Jet... And when it gets shot it resets position but keeps interpolating! lol...

• Member Posts: 5,390
edited December 2011
As far as I'm aware, interpolates will occur until they reach their destination.
The only way i think you can break is wrapping it in a timer in a rule.

If Jet.Hit = 0
Every 0.5 seconds interpolate .......

Otherwise
If Jet.Hit =1
Interpolate .....

And yes searching sucks big time now!

Also not sure why this is in codemonkeys corner???
• Member Posts: 233
I used timers to Mimic interpolating alpha and be able to break it without error

If attribute1 = true
And self.alpha>0

Every 0.05 seconds change self alpha to self alpha - 0.05

Otherwise

If self alpha < 1

Every 0.05 seconds change self alpha to self alpha + 0.05
• Member Posts: 3,190
Use another interpolate to the actor

The discussion number over here and it works great

Calvin
• Member Posts: 208
The failsafe method I use involves constrain and a few self attributes. Because you might want to stop an interpolate that take 5 seconds and change to an interpolate that takes 1 second. It will jump back to the original interpolate or do some weird stuff.

So what I do is this :

constrain game.myatt to self.inter1
interpolate self.inter1 to 100 over 5 seconds

if new rule applies
constrain game.myatt to self.inter2
interpolate self.inter2 to -100 over 1 second

it completely disconnects from the original interpolate!

• PRO Posts: 2,102
Lovely suggestions guys... Let's pretend they all work.

What would be the most efficient less demanding one on the system?
Thanks heaps!
• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
Check out my demo page. I have a cancel interpolate demo I did a while back. It's along the lines of what applaud mobile posted

It's not my fault I never learned to take responsibility for anything.

• PRO Posts: 2,102
Sure, do you have a link? haha.
• PRO Posts: 2,102
Any Pros wanna come on Skype and help a guy who's been with GS (with and without mac) for over a year?
Still haven't released a game lol...
• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
click my user name. or just open gamesalad and search cancel interpolate under new and you can download it.

It's not my fault I never learned to take responsibility for anything.

• PRO Posts: 2,102
Oddly.. I can't run or download the file... I did the GS pluggin thing but nothing happening :S
• Member Posts: 5,390
Do it in game salad program itself and allow enough time for it to search through
• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
edited December 2011

Did you wait for the progress bar to run through? showed up fine for me. it did take a few minutes of loading though

It's not my fault I never learned to take responsibility for anything.

• PRO Posts: 2,102
Thanks Tenrdrmer!

I never remember to look via the actual GS app.
Question: How would I suit this to interpolate movement? ... Might sound dumb but I tried a few ways and no dice.
• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
same way. You just use the position attributes. Actually search for scene preview I have one that uses interpolate to move the camera around and then there is a cancel button that will cancel the preview before its done.

It's not my fault I never learned to take responsibility for anything.

• Member Posts: 17
edited December 2011
Can an admin delete my comment. Incorrect post.
• PRO Posts: 2,102
Maybe I should stick with the move behaviour
• PRO Posts: 2,102
I'm trying @mu-KowAps method.
I'm to blonde for the other ones... Driving me nuts. And now the GS App search function appears to be dead

Would you say his method is efficient?
• PRO Posts: 2,102
edited December 2011
WOO! I created a successful working random timer.

For the one actor though, he has 3 constantly working attributes.
Boolean for the when to attack.
Interger for the random timer.
Index for the hit counter.

Is that good or too demanding?
• Member Posts: 5,390
Anything on its own is fine, its when its coupled with everything else. Its impossible for us to know if its good or too demanding as each project is different, just do a device preview and look at those numbers and see for yourself.

Things that hurt performance are generally;

Constrains
Timers
Spawns

Its like junk food though, too much is bad but like anything in moderation, its fine.
• PRO Posts: 2,102
Thanks Beefy, good example.

Using loads of timers but that's kinda it... Can't access the Preview for my device at the moment (long story) but will as soon as she's up and running again! Thanks ya'll.
• Member Posts: 38
Hello,

I cannot find "Cancel Interpolate" via GS app. Is there any download link or am I doing something wrong?

• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
Its my Demo.

Let me see if I can dig up the original

It's not my fault I never learned to take responsibility for anything.

• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
@bvukman here is a link to download the cancel interpolate demo as well as a scene preview demo I made that shows the cancel working in a practical situation.

http://www.mediafire.com/?1sdrvi42lzx99p6

It's not my fault I never learned to take responsibility for anything.

• Member Posts: 1,599
How to Stop Interpolate half way through action?

Here's a very simple way.

Just destroy the actor with the interpolate movement and spawn an identical actor but without the interpolate behaviour.

Example (click on the moving actor):
http://www.mediafire.com/?ey9174ll5wipn28

• Member, Sous Chef, Senior Sous-Chef Posts: 9,934
Tynan you realize constantly spawning and destroying actors can have a serious effect on your apps performance right?

It's not my fault I never learned to take responsibility for anything.

• Member Posts: 1,599
edited March 2012
Tynan you realize constantly spawning and destroying actors can have a serious effect on your apps performance right?
Absolutely I do ! Nowhere in my post do I recommend 'constantly spawning and destroying actors'.

I thought it might be a useful and simple little trick for certain situations, but it might not be useful for everyone of course.
• Member Posts: 38
Ok, this is what i did:
I have an actor that throws fruits. It interpolates for 0.75 seconds 20 pixels down, and then interpolates up 20pixels for 0.75 seconds. This is in a rule which is triggered by a REAL attribute (0- false, 1- true).
In interpolate behavior for time I've inserted "0.75*myreal-attribute".
So when myreal-attribute is 0; rule with interpolate is not valid anymore, and interpolate behavior ends.
This is only how to end interpolation, but now there is no problem to override it.
This discussion has been closed.