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Looping Foreground Inconsistencies

Archive: 14 posts


As part of my next level project, I have created a sort of action-based main menu, where you see foreground infinitely moving towards the left. Of course each piece of foreground is being emitted. The problem, however, is part my foreground's design. The level is science-fiction and technology based, so it has a multitude of hologram wire animations and decorative timers to make it look like a lot is going on. Each hologram piece is synchronized so that when pieces of the foreground are placed together, it all looks like one big complex structure. The problem is that I didn't realize the fact that the animations for each individual chunk of foreground will not be synchronized with the animations for subsequent pieces. Naturally, this is because the pieces do not come into existence simultaneously. They all are emitted and so the animations begin at different times. Unfortunately I did not foresee this complication, and I have no clue how to bypass it. Does anyone have any idea how to make all of the animations to synchronize properly? (Perhaps a different emitter system is in order?) Looking forward to responses.
Thank you all.
2011-05-30 21:55:00

Author:
synchronizer
Posts: 287


You could make them all triggered by tag sensors, and then a set of tags on a sequencer (or something similar) to direct the animations.

I imagine that could be done with all routines you had going as well, but would be simplest for the holo animations.
2011-05-30 23:04:00

Author:
SSTAGG1
Posts: 1136


That's a great solution for the hologram animations, as you said, but it doesn't help synchronize the timers and rotating gears on the foreground. The gears aren't as important though. Th timers are supposed to look like they're filling up, and once they are finished, they send a pulse that animates the hologram for a second. As far as I know, you can't automatically start a timer at a certain value depending on a position in a sequencer. Well, I may be wrong about that. Is there something that I am missing?2011-05-30 23:14:00

Author:
synchronizer
Posts: 287


This is likely too complex to be useful, but I'll post it anyway.

It is possible to get timers to adjust to a changing value, but they would need time to go up/down to that value. Coincidentally, this can be solved by the same thing that I just found out how to do a few minutes ago for my damage system, LOL!

Create a base timer that acts as the model for the emit timers.
Attach its output into a tag.

For each emitted timer (use a microchip):
Attach a tag sensor (strength, not proximity) to:

System A) The positive input of a directional combiner.
System B) The negative input of a different direction combiner.

For each system, attach the combiner output into a divider (one for each system)
Now take the positive output of the divider from system A and put it into the positive input of the final dir. combiner.
Attach the positive output of the divider from system B to the negative input of the final dir. combiner.

Put the final dir. combiner output into a timer, and have this timer output into the negative input of the first combiner from system A, and the positive input of the first combiner from system B.

I hope this works. If it doesn't, my explanation is wrong somewhere.

What should happen is that the timer will adjust up or down based on the value being input from the tag sensor. When they are equal, both system A and B should have equal values, and thus the timer value wouldn't change.

Now, as the model timer changes, it will output the changing value to the tag sensors, thus directing the values for all the timers.

2011-05-30 23:42:00

Author:
SSTAGG1
Posts: 1136


That sounds like something that might work! I only wish that you had pictures to go along with the explanation, but I'll interpret it somehow.

EDIT: I see that you revised your wording.

You can't put timers into tags...but you can put them in microchips. What exactly do you mean? Otherwise, I understand the concept and I will try it out once I have the chance. Thank you.
2011-05-31 00:09:00

Author:
synchronizer
Posts: 287


Hah, yeah, I had a feeling that it sounded a bit off.

I can't use my PS3 currently since it's in a basement full of mold after it flooded, but I've got a friend with access to one, so I may be able to put up a pic eventually if you aren't successful.
2011-05-31 00:16:00

Author:
SSTAGG1
Posts: 1136


Each hologram piece is synchronized so that when pieces of the foreground are placed together, it all looks like one big complex structure. The problem is that I didn't realize the fact that the animations for each individual chunk of foreground will not be synchronized with the animations for subsequent pieces. Naturally, this is because the pieces do not come into existence simultaneously.

I am a little confused by the question, but maybe that is because I have learned something about emitters that you've not encountered yet?

I refer to the Sync property of emitters ...

Sync is a pretty powerful feature. It even works on objects that haven't come into existence yet. This is because Sync measures itself from a global clock.

What you need to know, before you begin, is roughly how long the whole loop runs in tenths-of-seconds.
Then, for every part of the animation, you set that part's emitter to a Frequency equal to the whole loop duration.
Then, for each part of the animation, you set that part's Sync to the time (less than the loop duration) at which the part makes its appearance in the animation.

So if this is an illustration of your timeline:

|
+ 1 second: "show moon"
|
+ 2 second: "wolf howl"
|
+ 3 second: "owl hoot"
|
+ 4 second: "rustle in grass"
|
+ 5 second: "title leaps out of grass"

... all five elements get Frequency 5.0, and then the individual elements get Sync values equal to their position (moon:1.0, wolf:2.0, owl:3.0, grass:4.0, title:5.0).
True loops don't care if title gets Sync 0.0 or 5.0, or if all values are offset by fractions of a second, either. Frequency is king here, followed by Sync.
2011-06-01 09:42:00

Author:
The Manx Turtle
Posts: 50


The Manx Turtle's method looks good. I have little experience with emitters, so give it a shot. If you wanted to try my method, but couldn't decipher my instructions, here's a pic.
http://i6.lbp.me/img/ft/fb6781514cc7629dc5fc801226c1abe92d45f514.jpg
You will want to focus on only the far right side of the white MC. The series of 5 dividers and combiners leading into a timer is what you would want to produce. The timer loops back into the negative input (on the top combiner) and the positive input (on the bottom combiner). The other 2 inputs are from a tag sensor, which senses a tag powered by the original model timer you want all the spawned timers to copy.

It should be very easy on the thermo, since it's only 7 logic pieces per emitted timer (tag sensor, 3 combiners, 2 dividers, timer), with 3 pieces for the base model (toggle, timer, tag)
2011-06-01 18:00:00

Author:
SSTAGG1
Posts: 1136


Wow...that's certainly a complicated setup. SSTAGG1, would you allow me to add you as a friend? I'm having difficulty figuring out if you completely understand my dilemma. If you ever have time, I can show you the application. I'm sure you know exactly what you're doing though.2011-06-01 19:52:00

Author:
synchronizer
Posts: 287


Yeah, sure, though I won't be on my own PS3 for a few hours (if at all today).

I'm sorry I didn't take a pic of the setup you need. I did try it and I managed to make emit timer all adjust to a single value using the system I described.

I noticed that you needed it to be based on the position of a sequencer, could you make that sequencer by powered by a timer. Then the timer could also output its value into a tag to be sensed by the emit timers.

Lol, quite complicated for something as simple as 'get them all to show the same thing'. The setup should itself shouldn't impact the thermo at all though.

Also, if you haven't tried The Manx's method yet, I suggest that. Sounds like he knows quite a bit more about emitters.
2011-06-01 20:01:00

Author:
SSTAGG1
Posts: 1136


After reading your post, I'm sure that there's some sort of misunderstanding. It's okay- I'll add you and maybe if you have time tomorrow around this current time something could be worked out.

Here's my attempt to enlighten the situation though:

I am using a SINGLE emitter in order to make blocks of foreground appear. Each block is identical, and has movers and so on making them move left to create an "infinite" walkway. This piece of foreground is adorned with pieces of hologram, which pulse white once timers become full (for a split second). They don't actually "animate" in the sense that a light travels along the hologram. instead, it just flashes white. The problem is that none of the foreground pieces and their respective animations are synchronized with other foreground pieces. This makes everything look completely wrong. This is why I think your method (SSTAGG1) will work: There really aren't any sequencers or multiple emitters involved.
2011-06-01 20:19:00

Author:
synchronizer
Posts: 287


This'll be much easier if we just show each other what we've made. I'm pretty sure I created exactly what you described, but we'll see.

I've also got another idea. What if you made the emitter emit it as a captured object from the level. Each emit item should then match the original that exists just out of view in the level. They should all always match the original.

I did this with some damage projectiles that I needed to change if certain conditions were met. It should work, but the sequencing of the filling timers may be very slightly off (I'm not sure though).

lol, so much simpler, eh?
2011-06-01 21:07:00

Author:
SSTAGG1
Posts: 1136


If that works, then it will save a lot of time and effort. If it's off though, then it will still look awkward. I'll try it soon.2011-06-01 22:47:00

Author:
synchronizer
Posts: 287


I apologize for bumping, but here's a somewhat big update: Dynamic emitters do not help with the problem in any way at all.2011-06-02 23:29:00

Author:
synchronizer
Posts: 287


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