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Question about magnitude
by Icebox ·Yes this is where i was confused , i thought the only way to use magnitude is by constraining so you can always keep it updated and add distance attribute. Now i get what you mean, thanks alot. -
Question about magnitude
by Socks ·I think the reason it appears more complicated than your [less than / more than] example is that you are weighing it down with a bunch of unneeded attributes and constrains and rules . . . and once al -
Question about magnitude
by Socks ·But with the magnitude function you are, for some reason, adding a bunch of other stuff (a new attribute, a constrain behaviour, a rule . . .) which makes the comparison sort of irrelevant as you are -
Question about magnitude
by Icebox ·(Quote) -
Question about magnitude
by Icebox ·But by using magnitude , I will create a self.distance attribute and constrain it to magnitude(self.positionx - game.playerx , self.positiony - game.playery) -
Question about magnitude
by Socks ·I think you are conflating a bunch of unrelated things here, Constrain, Magnitude, Rules, Display Text, they all have separate and unrelated functions . . . . -
Question about magnitude
by Braydon_SFX ·You use the constrain behavior to constantly update the value outputted by the magnitude function. You want to do this so you can always evaluate the distance between two things. If you only evaluate -
Question about magnitude
by Icebox ·its the same as constraining magnitude to calculate the distance between player and an enemy and then adding a rule to display text. why constrain instead of using a simple rule, does it work differen -
Timers are for chumps - GS optimization tips
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Timers are for chumps - GS optimization tips
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Making an actor swing in a circle around a point, using the accelerometer
by Socks ·(Quote) -
Making an actor swing in a circle around a point, using the accelerometer
by RThurman ·OK -- use the following equation in the constrain rotation behavior: -
Making an actor swing in a circle around a point, using the accelerometer
by louistrudel ·create a game angle attribute: Angle -
Detecting an obstacle in the path?
by louistrudel ·-create game attribute GridSize -
spawn same actor with different attribute
by tatiang ·You can "pass" an attribute value from one actor to another using this method: -
spawn same actor with different attribute
by Icebox ·Hello is there a way to do this : -
Making an actor swing in a circle around a point, using the accelerometer
by owen_dennis ·It's the swinging around and controlling the rotation that has me a little stuck. One version I tried was to simply constrain the triangle's rotation to vectortoangle(game.accelerometer.x,game.accelor -
Copy and Paste text, note taking in Dungeon Crawler
by Armelline ·@tatiang is correct about 1, but you can fake it to an extent. Having an actor copy its text into a buffer and then pasting it into another "notebook" table or attribute would be pos -
How to detect when rotated to position
by tatiang ·@RocketBrain The %360 is the mod() function which returns the remainder of a division problem. It can also be written mod(self.rotation,360). So if you had values larger than 360, it would constrain -
How to detect when rotated to position
by Socks ·Setting it up like that will likely cause you issues (rotation and V2A work on different value ranges), also there's no real need to introduce another attribute ('MyAngle'), it doesn't seem to serve a