Sparkz
Advanced FOFing Concepts
Well hi again, help board!
O.K. I've been SOCin' for the past few days and I ran into a small snag with another "automotive" device. Getting a spikeball to sweep a straight line, across a desired amount of space. It seemed straight forward but alas, it didn't prove to be. To me there are 3 factors; speed, distance, and time but the SOC language is not inclined to oblique.
The distance is 512 facunits the speed would be about 8 or 9 fu/t. and the duration would be however long it takes to cover the distance. All of these things I would be happy to toggle and adjust 'till everything was just right.
I got the spikeball to appear to cover the 512 f.u. distance with this...
FRAME 1817
SPRITENUMBER = 249
SPRITESUBNUMBER = 0
DURATION = 32
NEXT = 1818
ACTION A_MoveRelative
VAR1 = 90
VAR2 = 48
Here's my dilemma. I have NO idea how 512 f.u. (or anything close to it) can be extrapolated from these numbers. I do understand the VAR2 is "force" not necessarily speed. The same goes for A_MoveAbsolute, which I also tried.
I got what appears to be my desired results by tweaking, almost random numbers but no clear path to how I got there.
With all that said, my question is; Can I program actors to move more precisely and SOC things like this with more confidence in the results? A clearer understanding of "force" and what the numbers mean to it may also help!
On a side note. It boggles my mind how much SOCing is required for the automotive, seemingly unintelligent traps and machines in my landscape, compared to the intelligent behaviors exhibited by some of SRB2 standard enemies.
O.K. I've been SOCin' for the past few days and I ran into a small snag with another "automotive" device. Getting a spikeball to sweep a straight line, across a desired amount of space. It seemed straight forward but alas, it didn't prove to be. To me there are 3 factors; speed, distance, and time but the SOC language is not inclined to oblique.
The distance is 512 facunits the speed would be about 8 or 9 fu/t. and the duration would be however long it takes to cover the distance. All of these things I would be happy to toggle and adjust 'till everything was just right.
I got the spikeball to appear to cover the 512 f.u. distance with this...
FRAME 1817
SPRITENUMBER = 249
SPRITESUBNUMBER = 0
DURATION = 32
NEXT = 1818
ACTION A_MoveRelative
VAR1 = 90
VAR2 = 48
Here's my dilemma. I have NO idea how 512 f.u. (or anything close to it) can be extrapolated from these numbers. I do understand the VAR2 is "force" not necessarily speed. The same goes for A_MoveAbsolute, which I also tried.
I got what appears to be my desired results by tweaking, almost random numbers but no clear path to how I got there.
With all that said, my question is; Can I program actors to move more precisely and SOC things like this with more confidence in the results? A clearer understanding of "force" and what the numbers mean to it may also help!
On a side note. It boggles my mind how much SOCing is required for the automotive, seemingly unintelligent traps and machines in my landscape, compared to the intelligent behaviors exhibited by some of SRB2 standard enemies.
Last edited: