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View Full Version : Advanced Mover staying on issue!



akimi
10-28-2012, 01:40 AM
I am sure this is simple solve but I have just started playing with logic so still a little confused. Here is the setup.

I have one advanced mover attached to a rocket mover. This is basic walk speed and works fine. On 'R press' I want to increase the speed of the mover so added a 2nd advanced mover which is the sprint speed. A 1 counter with a NOT gate to disable the run walk speed advanced mover. The counter also links to a timer (1s sprint time limit/stamina) which will reset itself and the counter when finished.

When pressing R and testing the logic I can see the NOT gate signal turn off the walk speed advanced mover, the 1 counter turns on and stays on, whilst the timer starts going up and the signal to the 2nd advanced mover is also on. After the timer ends, the 1 shot turns off, the timer is empty, the signal to the 2nd advanced mover is now off and the NOT gate turns on the 1st run walk advanced mover.

Yet the speed still stays at the speed of the 2nd advanced mover even though it got turned off:devious:

anyone have any ideas this is really annoying. Or if anyone an think of a way to have sprint on button press, and turn off when released?

cheers
-akimi:star:

ChrisF2112
10-28-2012, 04:27 AM
Do you have deceleration set on the walking advanced mover?

If deceleration is not set to anything, the mover will not be able to slow anything down if it's moving in the same direction as the motion. That sounds like the issue here.

akimi
10-28-2012, 11:49 AM
Ok well I forgot to mention a few things in my logic :/ I was playing with the movers for a top down game so was using the gravity modifier.

I tried changing the deceleration Chris but that never worked but your then your idea got me thinking and I noticed I was using an On Off gravity dampening which was being left out of the 2nd advanced movement. With no dampening there was nothing to decelerate me. So big 10's and thank you Chris :) was driving me crazy last night haha

My solution for anyone who might want to know was to create a NOT gate with a 1 counter+reset which then went into a gravity modifier with 100%dampening. I am not sure this is the best way to go about fixing it but basically when the R button is released a 1frame shot turns the damping to max effectively stopping all movement, then when movement is returned its back to the walking speed set by the 1st advanced movement. It only happeneds for 1 frame so you don't even notice the stop in motion.

-akimi:star:

ChrisF2112
10-28-2012, 07:59 PM
Ok well I forgot to mention a few things in my logic :/ I was playing with the movers for a top down game so was using the gravity modifier.

I tried changing the deceleration Chris but that never worked but your then your idea got me thinking and I noticed I was using an On Off gravity dampening which was being left out of the 2nd advanced movement. With no dampening there was nothing to decelerate me. So big 10's and thank you Chris :) was driving me crazy last night haha

My solution for anyone who might want to know was to create a NOT gate with a 1 counter+reset which then went into a gravity modifier with 100%dampening. I am not sure this is the best way to go about fixing it but basically when the R button is released a 1frame shot turns the damping to max effectively stopping all movement, then when movement is returned its back to the walking speed set by the 1st advanced movement. It only happeneds for 1 frame so you don't even notice the stop in motion.

-akimi:star:

Glad you were able to fix it. I'm glad that worked- I tried that fix for one of my levels and didn't stop the thing all the way. That said, the thing I was working with was probably moving much faster.