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Bilateration or Speed Sensors... or something else?
Archive: 2 posts
Here's what I'm doing: I want to create somthing such as a mini-map, which shows objects' relative locations to the player. since this will take up a big chunk of logic, I want to get this right. Method number 1: Bilateration, that is, find object's location based on the distances of two reference points. This involves using two tag switches and two tags on the actual object, and the same on the mini-map. The map object's closeness values will be subtracted from the real object's values and plugged into an advanced mover. Method number B: Speed sensors, sounds like the way to do it, right? Maybe, this involves adding the speed of the object and the speed of the player, and plugging it into an advanced mover. Both methods seem to take up about the same amount of logic, is this true? Is there a better way to do all this? Am I being a dummy? YOU DECIDE! | 2011-11-14 01:17:00 Author: ThisDudeRufus Posts: 170 |
Tag sensors (like your first option) are the way to go. With the speed sensor you have to assume there is no obsticule there and... it just gets messy. Leave it at that. *Shudders* | 2011-11-15 16:25:00 Author: Undarivik Posts: 442 |
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