Cyan

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  1. 5 votes
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    3 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    Cyan commented  · 

    Thank you TAPGiles for your comment :)
    I'm glad my idea wasn't that bad. it's exactly that, a new gadget working as reference to an element in the scenes, then the idea is to have all the object's tabs, properties and attached gadgets mirrored to that gadget for easy access.

    About the existing "apply to an object" I mentioned earlier, it's just "gadget attached to the object" (with L1). It can't be linked if the gadget is inside another chipset, if it already has a link and is moved into a chipset it just lose its link.

    about the emitter:
    I thought the object to emit was used as source, and cloned by the emitter, therefore it had to be the proper size/scale. I can make it bigger? I'll have to look for an emitter tutorial then.

    Thank you again :)

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  2. 1 vote
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    0 comments  ·  Dreams Bugs 🐜 » UI  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Cyan commented  · 

    I don't know all the available tools yet, so I didn't thought about the "hover" properties of the imp.
    Is it possible to set the imp position without possessing?
    If it is, I could spawn an imp tag positioning at laser's pointer, and use the imp hover properties to detect highlighted object!

    I suppose the tag for imp possession position doesn't have the tip detected at the end? I'll try that later today.
    If not, I'll just use a zone/tag detector.
    thanks again :)

    edit:
    I couldn't to do what I wanted: spawn the imp at target point to use the hover properties.
    I have a laser in a puppet pointing forward to detect front enemies in order to display its name, even if far from the player. at laser collision I emitted an object with a tag, its position is linked to imp location when possessed, but the imp didn't appear. Maybe a problem with imp possession as I have multiple controller gadget in the puppet. I feel like I'm doing random tries and errors.
    I realized laser might not be what I need as it might point higher/lower than the enemy even if located in front. I might need another element detector method.

    but I think having a "touched" properties for object/groups might be useful to other players too. It'll be easier than needing to spawn something and detect it.

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    Cyan commented  · 

    Thank you for the two video tutorials :)
    and thanks for all your documentations, I didn't have time to read all yet, but it's very useful.

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    Cyan commented  · 

    answering myself :p

    Maybe I can spawn either a trigger zone or a tag, at touched coordinate. That would act as laser detector, but it'll be an area around the object and could trigger more than one object at once if they are too near of each others. I'll try with that method.

    Having a real laser "touched" variable on a group/object might be useful.

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  4. 7 votes
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    1 comment  ·  Dreams Feedback 🤓 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
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