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Extreme Portal Funneling

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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.

Falsi sumus crusto!

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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My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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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..

- Science isn't about why, it's about why not!

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.

Falsi sumus crusto!

found it :D

- Science isn't about why, it's about why not!

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.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
El Farmerino wrote:
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.

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.

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