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.
>>>
>>>
>

Reply via email to