Aha.. Got it.. You are right Steven.  the trigger was an array of bools per
particle.
I had missed a connection...
Everything is working now.
Thanks so much everyone!!

Adam


On Tue, Feb 19, 2013 at 12:49 PM, Steven Caron <[email protected]> wrote:

> 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]> 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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