Zupaton

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

    Try this.
    Connect the X from the splitter (+ as you have it could work the same) to a timer set to positional and the output of timer to the playhead of the timeline (sequencer).
    Fiddle with the target time to see if you can achieve the sync you are after.
    Shorter target times result to fastest playhead moves.
    It might not work fine because at the piston you have linear move but at the wheel it’s rotational and may require maths that I kinda hate. :p

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    Zupaton commented  · 

    By the looks of the first screen and wiring it seems you are way advanced user so I won’t be much of help unless you imported the dam thing and trying to figure out stuff in with case I won’t either. :D

    As you’ve set it up it certainly makes sense and Tap’s first clue may kinda lead somewhere. If you press L1 and X on the line between the keyframes it will toggle between a few ramp modes that may help sync those moves together. If that doesn’t work, you may even have to add more keyframes in between to match the data.

    Definitely there will be other more complex or simple ways of doing it that may involve a different approach like bolts or pistons or data exchange between the mechanism that moves the wheel and the piston etc. I really can’t tell, hopefully Tap or somebody else will. ;)

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    Zupaton commented  · 

    There are a few things to clear up here I believe.

    The speed you want to apply at the timeline will be predefined (meaning the timeline will start play at that speed when you push the stick in one direction)?

    The speed can be adjusted by the left stick (meaning It will speed up as long as you keep pushing the stick to one direction?

    You need to be able to reverse the speed, meaning if you push the stick to the opposite direction the timeline can go backwards?

    What axis even of the stick will move the timeline x or y? lol

    Answers can vary depending what you exactly want. :p

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    As this sound quite simple maybe you are doing something wrong. Actually splitting the Stick signal to X and Y only should be enough. From there you can check with calculators if the signal is positive >0 (forward?) or negative <0 (backward?) and combine each one on an and gate with the circle button. If that doesn’t work you can always connect number displayers at the splitter outputs, inspect the signals and adjust accordingly. ;)

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    There is a speaker gadget at audio tools that outputs the sound volume, so the most sensible if not best bet, will be to route all of your character’s sound through a speaker and use its output to trigger a tag or something to let enemy know your character’s position. ;)

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Clamp will not let any signal above or below the remap curve to pass out.
    Connect a value slider -10 to +10 range on a signal manipulator and the output of the manipulator on a number displayer with 3 digit accuracy and see for yourself. ;)

  8. 4 votes
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    3 comments  ·  Dreams Bugs 🐜 » Puppets  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for raising this issue with us
    Most gadgets use the group’s centre of mass not the microchips so this should really affect the logic as much as you might think. Since this microchip is inside the puppet group any logic on the microchip should from the centre of the puppet group.

    Thanks
    Mark M

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    Zupaton commented  · 

    And...
    https://i.redd.it/1ikb231hmnj31.jpg

    Sorry couldn’t resist.

  9. 2 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Both timelines and key frames can manipulated by timers so you may only need a key frame to work with.
    Ex.:
    3 way selector, B and C ports connected to the (+), (-) of a combiner.
    Output of combiner to the start of a timer set to speed (the target time will affect the open and close speed).
    The output of the timer connected to the key frame that has recorded the door at the open state (close could work as well).
    B and C states in the selector will move the door either way and A state will hold it in place (freeze timer).
    The concept will work with the timeline as well.

    Hope it doesn’t sound complicated.

  10. 1 vote
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Calculators (so greater than, less than, egual etc) have a frame delay of execution. Also exclusive gates do, but you may need to reset them somehow.

  11. 2 votes
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    12 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    No problem. I actually shouldn't bother. You know better than I do. lol

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    Zupaton commented  · 

    That’s an unavoidable thing. The more freedom you are willing to give people, the more you need to work for. :D

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    Zupaton commented  · 

    Call me idiot, for possibly not understanding what you seek but, what if you have one persistent variable for all scenes that checks against the correct scene number to add or reset the score?
    1. You enter scene 1 and set the variable: Scene=1
    The player solves the puzzle achieves a score you add it to the Score value and set Scene=2
    2. You enter scene 2 and you check if the variable Scene is equal “2”
    If it isn’t, you reset the Score, set Scene=2 and so on.
    That seem valid as long as the scenes played in a serial order.

  12. 6 votes
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    2 comments  ·  Dreams Bugs 🐜 » Mm Content  ·  Flag idea as inappropriate…  ·  Admin →

    Hi

    We’re still tracking this issue but need your help in solving it. If you get the chance we’d really appreciate a response to our earlier comment!

    Thanks
    PeteS

    Zupaton supported this idea  · 
  13. 3 votes
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    bugged  ·  2 comments  ·  Dreams Bugs 🐜 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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  14. 3 votes
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    bugged  ·  7 comments  ·  Dreams Bugs 🐜 » Animation  ·  Flag idea as inappropriate…  ·  Admin →
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  15. 1 vote
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    8 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    True. Those Ford employees are way sneaky. I wouldn’t invite them at my house either...
    Wait, what was the question?

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    Zupaton commented  · 

    As long as it’s private I don’t think anyone will bothered. There are public creations that use trademarked characters already out there.

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    Zupaton commented  · 

    You can release it as a private and add him as a collaborator but ermm... that counts as upload too.

    Without ever uploading it umm.. have you considered to invite him at your house?
    Just saying... :p

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Yep. Totally helps. :) Especially like me who can’t get around a single player variable either. :D

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    Zupaton commented  · 

    Either your usefulness was far extended or my blindness reduced today. lol
    I managed to get there finally and was as Matt in the thread you mentioned explaines it.
    You feed the SET VARIABLE gadget with a fat signal that contains player info and when you want to display it you feed a SPLITTER with a fat wire coming from a GET VARIABLE gadget.
    At the SPLITTER end you get different values from the output of the ports numbered 1,2,3 and 4 that correspond to the player number.

    Silly me, I couldn’t figure out that splitting a fat cable containing player information and feed the different number to variables works only as a trigger and not player correspondence number. 8D

    Thanks for the response. :)

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Ahh.. thanks!. That makes sense, although the tooltip didn’t. :D

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  18. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Zupaton commented  · 

    Unfortunately tags have quite a latency depending what you want to achieve.
    Here is a simple, crazy, nonsense, mechanical idea I had when everything else failed that actually works, if you fiddle with weight a bit.
    Hope it makes sense. :)

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