In my pic, I'm using Get Set Minimum so the SpeedUp attribute should already be a single Boolean per point. I'm not really sure why it's showing up as an array in your tree but maybe you should double-check how it's all connected.
Also, it will be slightly more efficiemt to square the treshold and compare that to the squared length than to calculate the square root (especially for an array per point). gray From: [email protected] [mailto:[email protected]] On Behalf Of Steven Caron Sent: Tuesday, February 19, 2013 03:49 PM To: [email protected] Subject: Re: Converting context from an array of scalar per point to scalar per object i think you shouldn't store the speed up trigger as an array of booleans per particle. before you set that data, even if you start with some data in an array, you need to use the statistics nodes turn that array into a proper per particle value which represents your logic for speeding up. is it an average of that array which makes a guy speed up? is it the minimum? s On Tue, Feb 19, 2013 at 12:40 PM, Adam Sale <[email protected]<mailto:[email protected]>> wrote: Hi Grahame. Thanks for that. Your tree is much more efficient than mine. Your tree works for me.. sort of. The two branches you created help determine whether the actors of a given ID should speed up. To use this I need to construct one more branch to drive the speed of the actors based on the trigger, but its when I try to pull in the 'Speed Up' array of booleans per character as well as the Actor ID, and use them in a condition to trigger a speed change, that I still get the contextual error. I also found that using length instead of squared length gives me an accurate distance to the bad guys, which was something else I had been having a problem with. This is my last little hurdle to leap. The replies to this have post have helped me out a lot. I can see I'm going to have to really do a lot more research with arrays, as I have had limited exposure to working with them. Thiago's old ICE videos come to mind.
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