Yes, Grahame, your tree was correct. I had missed a connection in outputting the Array minimum into the logic node.
On Tue, Feb 19, 2013 at 1:01 PM, Adam Sale <[email protected]> wrote: > 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. >>> >>> >

