Friend, your videos have been very helpful to me, could you make a tutorial on how to change weapons in Dreams, as well as in Street of Duty where you pick them up from the ground and replace them with the one you currently have? . It would help me a lot, I beg you please!!! 🥺🥺🥺
As far as I know, "physics cost" only affects the physics spheres, which are only used when the sculpt is used for a physics sim (is movable or inside a movable group). Personally I'd just wire the dpad direct into the power of the var-mods. The var-mods are in "on power" which is the same thing as when you start pressing the button anyway. And 2 being on at the same time shouldn't ever really make much difference. But I play fast and loose sometimes ;p A cool thing you could do to have more pleasing wiring (teehee) for making the position would be to make the 3D position with the X and Y. Then add it to the tag's position. Would cost +1 splitter but -1 calc ;P Fair enough going for the zone to find the edge. An alternate route would be to use the variable min and max and then it would all just work. :D [Me not realising what the zones did. Feel free to laugh at my expense. XD] Or even potentially put those zones in the cursor, looking for the edge sculpt. Then you don't even have to configure it at all; you just change the shape of that sculpt. And you could use that to detect blocking tiles you can't enter too? (Though as it's just the cursor maybe that's not a thing.) Ooh, a NOT gate into the value of the var-mod. Smart. I usually use a selector, and wire the active port into the value. Not seen this method before... You could use a "pulse at OFF" sig-manip to play the stamper sound, and it wouldn't play at the beginning either :D Clever, just tweaking the labels it's looking for! 17:17 - Oh no the padding! The horror~~! It's funny, you actually used the really old scoping feature and none of the new ones XD But we definitely need more examples to show people for why this stuff is useful! I was a little confused by the value slider thing toward the end. To be clear, all you did was add a number displayer so the player can see what number that block is, and therefore know what order they're meant to go in, right? Oh man my brain hates those number puzzles though. The usual 15s are impossible for me XD [thumbs upped!]
Hi, I would like to replicate the "cover to cover" system from the game "The Division 2". When the player's center camera detects an object where you can be at cover it displays on it a PS4 X button with also a drawing path from the player to the cover position on the floor that avoid others obstacles till destination. The player will run to the cover position following that path automatically as long as X is still pressed, ending by being in covered position state at the chosen spot. Not sure if it's clear but if you can play this game you will understand what I mean. So if you could do a tutorial on how to do this the good way it would be awesome... Thanks for your excellent work and sharing your tops skills with the community !
Hi! I like your tutorials. It's very useful for the kind of games I like to make. I have one question: Is it possible to make it move automatically while I keep the D-pad buttons down?
It depends on your needs. If you want it to stay on grid, then have a timer play between pulses to the variable modifiers. If you don’t care about the grid, then have the variable mods add continuously while powered.
Friend, your videos have been very helpful to me, could you make a tutorial on how to change weapons in Dreams, as well as in Street of Duty where you pick them up from the ground and replace them with the one you currently have? . It would help me a lot, I beg you please!!! 🥺🥺🥺
I believe Meanlad has a tutorial on how to do such a thing. I will most likely not be making a tutorial on that, sorry!
As far as I know, "physics cost" only affects the physics spheres, which are only used when the sculpt is used for a physics sim (is movable or inside a movable group).
Personally I'd just wire the dpad direct into the power of the var-mods. The var-mods are in "on power" which is the same thing as when you start pressing the button anyway. And 2 being on at the same time shouldn't ever really make much difference. But I play fast and loose sometimes ;p
A cool thing you could do to have more pleasing wiring (teehee) for making the position would be to make the 3D position with the X and Y. Then add it to the tag's position. Would cost +1 splitter but -1 calc ;P
Fair enough going for the zone to find the edge. An alternate route would be to use the variable min and max and then it would all just work. :D
[Me not realising what the zones did. Feel free to laugh at my expense. XD] Or even potentially put those zones in the cursor, looking for the edge sculpt. Then you don't even have to configure it at all; you just change the shape of that sculpt. And you could use that to detect blocking tiles you can't enter too? (Though as it's just the cursor maybe that's not a thing.)
Ooh, a NOT gate into the value of the var-mod. Smart. I usually use a selector, and wire the active port into the value. Not seen this method before...
You could use a "pulse at OFF" sig-manip to play the stamper sound, and it wouldn't play at the beginning either :D
Clever, just tweaking the labels it's looking for!
17:17 - Oh no the padding! The horror~~!
It's funny, you actually used the really old scoping feature and none of the new ones XD But we definitely need more examples to show people for why this stuff is useful!
I was a little confused by the value slider thing toward the end. To be clear, all you did was add a number displayer so the player can see what number that block is, and therefore know what order they're meant to go in, right?
Oh man my brain hates those number puzzles though. The usual 15s are impossible for me XD
[thumbs upped!]
Hi, I would like to replicate the "cover to cover" system from the game "The Division 2".
When the player's center camera detects an object where you can be at cover it displays on it a PS4 X button with also a drawing path from the player to the cover position on the floor that avoid others obstacles till destination. The player will run to the cover position following that path automatically as long as X is still pressed, ending by being in covered position state at the chosen spot. Not sure if it's clear but if you can play this game you will understand what I mean.
So if you could do a tutorial on how to do this the good way it would be awesome...
Thanks for your excellent work and sharing your tops skills with the community !
I have played the division 2! Yes, the cover system. That could be fun to tackle! I’ll give it a shake and see what I can do
@@VinceKully Super cool, I don't have any doubt for you to do it perfectly... Thanks you very much Vince.
Hi! I like your tutorials. It's very useful for the kind of games I like to make.
I have one question: Is it possible to make it move automatically while I keep the D-pad buttons down?
It’s possible, sure!
@@VinceKully ok, but do you have any ideas how to do it? I have tried without luck.
It depends on your needs. If you want it to stay on grid, then have a timer play between pulses to the variable modifiers. If you don’t care about the grid, then have the variable mods add continuously while powered.
I need to have it on the grid.
Then only allow the signal to go through when the position of the cursor is at the variable positions