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. >> >>

