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View Full Version : Advanced Movers vs Followers, Speed Issue



VnGamer234
02-21-2013, 06:40 AM
...This idea:

http://i0.api.vita.lbp.me/img/ft/1500be7dedad280c60ca7a83265b0bfa449df110.jpg


Follower on the white block follows the player. We'll call this block Block A.
Block A outputs it's speed, both for vertical and horizontal.
The resulting speeds of Block A are accordingly plugged into the UP/DOWN and LEFT/RIGHT speed of Block B's Advanced Mover.
All movers, followers, and speed sensors are set to max speed and/or acceleration.


Now, can someone please tell me why the advanced mover isn't moving the exact same speed as the follower? :confused: As you can see in the screenshot, they haven't been moving together, they're lagging apart from each other. And as you can also see, each block has a speed sensor to tell the speed they are going. I can confirm, to the 5th decimal place, that they aren't the same speed.

I sort of know why it's happening, I think. It is because the block with the Advanced Mover isn't stopping at the correct time as the Follower. Like mentioned here (http://www.lbpcentral.com/forums/showthread.php?65164-Precision-starting-and-stopping-using-Holographic-material&highlight=follower+mover).

I don't think that thread is asking quite the same question though.

fluxlasers
02-24-2013, 09:56 AM
Have you tried reducing the speed settings on the Speed Sensors and Advanced Mover?

If the block is following a player then the Speed Sensors and Advanced Mover could be reduced from 100 to 10, since the player cannot move faster (unless pushed, bounce pads, etc.)

If the difference in movement is caused by a rounding error then reducing the speed settings by 90% should reduce the error by 90%. It still wouldn't be exact, but it would be a lot closer. However, this would be pretty useless if you require precision as there would still be a difference in the movement.

Rogar
02-25-2013, 03:09 PM
So, continuing from Twitter... I gather you can't use rods or invisible sticker panel because of emitted objects. What exactly is the problem there? Maybe you can circumvent it by placing a tag on the invisible part, and having the visible part follow that tag?

VnGamer234
02-26-2013, 01:01 AM
@Rogar: Well you are right- there isn't a problem. What I was trying in the OP isn't feasible, so I'm just using tag followers. It works, simple and done - one way or another.

The major advantage if the above method worked was being able to make a more simple HUD/UI. (Which would be really neat if it did work)

@fluxlasers: I can try that.
EDIT: No different really, there's still the same delay. That's just how it goes, even if you move the adv. mover at a higher speed to try to keep up, there's still a delay between the follower moving and the speed sensor outputting to the adv. mover. And if the player moves faster or jumps around, it gets worse.

However, it works awesomely if you only have the advanced movers move on one axis! (either up/down OR left/right) But...you can do that - even better - with followers too. (With 'Allow Up-Down Movement' set to no for up/down only, and rotate 90 degrees for left/right only.)

Thanks for the help, pretty well exhausted everything. :)