Home › Forums › Puzzles › Can’t trigger cloning via get distance/transform puzzle when object is moving?
- This topic has 13 replies, 3 voices, and was last updated 3 weeks, 4 days ago by c4cc.
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2024-09-18 at 4:09 am #77452c4ccParticipant2024-09-18 at 5:03 am #77453xeonCustomer
I believe the logic you have created will not work as you expect.
The if statements in the lower left corner of the puzzles will only execute one time.
If the key events did not ocurr when they were executed…nothing will happen.You will need to create a procedure to move the clone and have it triggered by your key event.
There is no reason to have the “every frame” call…it will just slow stuff down.So on an key event….move your blue cube.
In a procedure…test where your cube is and create the clone if conditions are met.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 5:45 am #77457c4ccParticipant.
In a procedure…test where your cube is and create the clone if conditions are met.I’m trying to create a player that will trigger a background object, so i need the the “every frame” call to move my player
So how do I do this using the get position/rotation puzzle? This puzzle’s the only one that locates position of object
2024-09-18 at 7:01 am #77459xeonCustomerHere is a simplified example:
https://v3d.net/139a.It contains the V3D project/puzzles and the blend file.
You do not need an every frame call to move an object or character…but your situation may have other things involved that I am not aware of.
Hopefully this helps.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 7:41 am #77464kdvParticipantYou do not need an every frame call to move an object or character
actually, he does need that “every frame” puzzle. the perfomance impact is neglectable in that case.
https://drive.google.com/…/view?usp=sharingthe interval between the repetitive keydown events is too long to provide smooth moving. The interval between the first and the second keydown events is even longer (~3 times longer).
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-18 at 8:21 am #77465c4ccParticipantHere is a simplified example:
https://v3d.net/139a.It contains the V3D project/puzzles and the blend file.
You do not need an every frame call to move an object or character…but your situation may have other things involved that I am not aware of.
Hopefully this helps.
Thanks for this, ATM looks like it works. Just had to alter this:
- This reply was modified 3 weeks, 5 days ago by c4cc.
2024-09-18 at 8:58 am #77467c4ccParticipant2024-09-18 at 10:17 am #77471kdvParticipantYour combination of puzzles now looks as a complete mess ))) No logic in your head – no logic in your puzzles
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-18 at 10:43 am #77472c4ccParticipantXeon’s puzzles
Yours that I edited
credit to kdv for suggesting me these puzzles for moving player last time
2024-09-18 at 10:53 am #77473kdvParticipanthttps://drive.google.com/…/view?usp=sharing
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-18 at 4:23 pm #77477xeonCustomerHi there,
Okay..so you have a situation where there are too many cooks in the kitchen.
I was trying to answer the original topic of the thread…but it seems KDV has more of the background of what you are trying to do.In this case I would strongly suggest to ignore my information and continue with his input.
As a note, the EveryFrame puzzle…doesn’t and should not be in the keydown or keyup events. This logic should be in your startup sequence as it will execute then continue to execute every frame. The testing of whether a clone should be created should still be in the key up or down events.
Just my two cents…good luck
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-19 at 3:45 am #77478c4ccParticipantHi there,
As a note, the EveryFrame puzzle…doesn’t and should not be in the keydown or keyup events. This logic should be in your startup sequence as it will execute then continue to execute every frame. The testing of whether a clone should be created should still be in the key up or down events.Just my two cents…good luck
I’ll keep this in mind, thanks
This is helpful, thanks for this. Sorry for the late reply, I was busy af last night. Now, my only 2 questions atm is, 1) how do I get the cloned wall to only appear in front of my character a few numbers away, and 2), if the wall clones more than once, any way to set the number of cloning?
I believe the “5” in remainder of determines the location of object, while “Remainder < 5.1” and “Remainder > 4.9” determines area to clone wall.
My variation of your answer:
[/url]Once again, thanks for your helpful answer.
2024-09-19 at 6:51 am #77479kdvParticipant5 is a step, an interval between clones.
The point is to detect positions multiples of 5. The problem is that while moving your cube will never be exactly at 10, it’s position wil be ~9.999999756 or ~10.00000156 and it’s hard to catch 10 exactly. That’s why a remainder is used to catch the desired position. It should be a very small value, less than the moving step.
this logic will trigger cloning at 0.03, 3.03, 6.03, 9.03 etc.My variation of your answer:
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-09-19 at 8:49 am #77485 -
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