Extreme Portal Funneling
Quote from FelixGriffin on June 26, 2013, 4:29 pmI think they're multiplied by the intented velocity to give the limits, so that the speed could be fine-tuned without constantly changing the thresholds.
I think they're multiplied by the intented velocity to give the limits, so that the speed could be fine-tuned without constantly changing the thresholds.
Quote from El Farmerino on June 26, 2013, 4:39 pmYeah - here is my understanding, by way of an example:
Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
Yeah - here is my understanding, by way of an example:
Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2
Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.
Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.
Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
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Quote from lord_blex on June 26, 2013, 6:06 pmThank you. Do you know the answer to my other question? (displaying the player speed) I think I saw that being done before, but I can't find the console command..
Thank you. Do you know the answer to my other question? (displaying the player speed) I think I saw that being done before, but I can't find the console command..
Quote from FelixGriffin on June 26, 2013, 7:30 pmI have no idea, sorry. I suppose you could turn on dev mode and bind a key to ent_fire !player RunScriptCode "printl('PLAYER SPEED: '+sqrt(self.GetVelocity().x*self.GetVelocity().x + self.GetVelocity().y*self.GetVelocity().y + self.GetVelocity().z*self.GetVelocity().z);" if you wanted, but I'm sure there's a better method.
I have no idea, sorry. I suppose you could turn on dev mode and bind a key to ent_fire !player RunScriptCode "printl('PLAYER SPEED: '+sqrt(self.GetVelocity().x*self.GetVelocity().x + self.GetVelocity().y*self.GetVelocity().y + self.GetVelocity().z*self.GetVelocity().z);" if you wanted, but I'm sure there's a better method.

Quote from TeamSpen210 on July 3, 2013, 4:53 pmI've actually noticed that if a catapult fails to catapult a player, it'll spit out into the dev console something like "Player speed is <speed>, needs to be <min> - <max>". If it suceeds, it'll say something like "Player speed is <speed>, correcting to <speeed>". It will also say something like "Need more speed" if you haven't given it enough speed to sucessfully pull off a fling.
I've actually noticed that if a catapult fails to catapult a player, it'll spit out into the dev console something like "Player speed is <speed>, needs to be <min> - <max>". If it suceeds, it'll say something like "Player speed is <speed>, correcting to <speeed>". It will also say something like "Need more speed" if you haven't given it enough speed to sucessfully pull off a fling.
[spoiler]- BEE2 Addons | (BEE2)
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Maps:
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- Gel is Not Always Helpful[/spoiler]
Quote from srs bsnss on July 6, 2013, 2:35 amEl Farmerino wrote:Yeah - here is my understanding, by way of an example:Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
This is correct, but for general clarity and summarisation, the values are decimal percentages of the player velocity. As such:
0.1 = 10%
0.2 = 20%
and so on.
Player Velocity = 1000
Lower Threshold = 0.1
Upper Threshold = 0.2
Lower Threshold
0.1 x 1000 = 100 - this is the allowed deviation below the intended velocity.
Upper Threshold
0.2 x 1000 = 200 - this is the allowed deviation above the intended velocity.
Therefore, if the Player's speed is between 900 and 1200, the trigger will activate and correct their speed to 1000; nothing will happen if player speed is outside of this range.
This is correct, but for general clarity and summarisation, the values are decimal percentages of the player velocity. As such:
0.1 = 10%
0.2 = 20%
and so on.