1. Outputting arrays is glitchy, and, IIRC, not entirely supported by Wire yet. Other than that, I don't know.
2. That is a known bug, but I'm not aware of any fixes for it at the moment.
I have a e2 chip that, despite running and changing the output variable (checking this with print every time it runs), will not change its output, this has been checked with the system which receives the output, debugger on the e2 chip, and the receiving system, how do I fix this?
Also I am using a cam controller which I have linked to a vehicle but when it is activated it continues to interfere with my camera when I am outside the vehicle. How do I change this?
Thank you.
1. Outputting arrays is glitchy, and, IIRC, not entirely supported by Wire yet. Other than that, I don't know.
2. That is a known bug, but I'm not aware of any fixes for it at the moment.
Go ahead...make...my...sandwich
1. It isn't an array, it is a vector. The receiving chip does have an array input, but I doubt that would matter.
2. Bother. Is there a camera .lua library?
Hmmm...if its not too big, can you post the code? There's plenty more that can be learned by seeing it rather than describing it.
Also, no...I haven't tested this, but it it possible to AND together whatever Activate stimulus you are using for the cam controller with the Active output of an advanced pod controller on that vehicle? Or does it continue to interfere when Activate is off as well?
Go ahead...make...my...sandwich
1. The Frozen Outputs are both TargetPos and CurTargetPos (which became an output in my attempts to fix it) and I don't know about the others (since they don't change)
2. This wouldn't help with multiplayer though, which is what the thing I am making is designed for.Code:@name Player2IO @inputs Player2:wirelink @outputs TargetPos:vector Grabbing StartPos:vector RayOn CurTargetPos:vector @persist CurTargetPos:vector Grabbing Dist OldTargetPos:vector @trigger interval(40) if(first()) { CurTargetPos=vec(0,0,0) OldTargetPos=TargetPos Dist=0 } NewTargetAim=Player2:vector("AimPos") NullPos=Player2:entity("Entity"):driver():pos() DiffAim=NewTargetAim-NullPos DiffAim=DiffAim:normalized() DiffAim=DiffAim*(250+Dist) NewTargetPos=DiffAim+NullPos NewTargetPos=NewTargetPos*Player2:number("Active") CurTargetPos=CurTargetPos*Player2:number("Active") if(CurTargetPos==vec(0,0,0)) {CurTargetPos=NewTargetPos} else { CurTargetPos=(CurTargetPos+NewTargetPos)/2 } OldTargetPos=CurTargetPos TargetPos=CurTargetPos RayOn=1
Last edited by Lyinginbedmon; 09-02-2010 at 07:08 AM. Reason: code tags m'boy
OK, I have a e2 addon to control the camera, but would still like it if I could use the cam controller, but the e2 chip still isn't working
I can't entirely tell what you're trying to do there, but I do happen to have a resource for you! This is my working copy; actually, I just modified it without testing, but that was replacing an old global/signal framework with datasignals, so it should work fine. I also give a lengthy description in the form of a help_do not run file, which I keep in the Expression2 folder so I can look it up quickly if need be (such as when I give it to others).
So, tell me if this works, and if it does, tell me whether that's what you're trying to accomplish. And if it is, enjoy a free copy.
Go ahead...make...my...sandwich
OK... This looks cool. However it doesn't solve either of my issues, since one is with an e2 chip malfunctioning, and the other is the cam controller itself.
It does look cool though.
I was hoping, looking at my code, you'd find, at least in some part, what you were doing wrong, especially because it is a tad hard for me to get some meaning out of your code there...it seems like you're lerping positions to keep track of the driver of some pod...it might help if you told me how this is connected.
Also, for your second problem, if I haven't already said this, if you've put an advanced pod controller on it, AND together whatever stimulus you're already using to activate the cam controller with the Active output of the pod controller of the linked vehicle. That way, the cam controller will only be active as long as someone (most likely you) is in the pod. If you want it to ONLY be active when YOU're in the pod, that's doable, but a tad lengthier.
Go ahead...make...my...sandwich
I understand that, but I am making this specifically for multiplayer: and I probably won't be the one in that seat. So if it is activated it will interfere with my camera. The code is for a extrapolation system to find where the player is targeting despite them being contained in a prop. The code is working fine, the variables are being set, it is just that the output of the chip itself won't change.
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