#crescendo whip pole

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eternal hornet
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How do you circuit a pole u can whip to like crescendo?

livid crown
# eternal hornet How do you circuit a pole u can whip to like crescendo?

Get velocity of hand holding whip, 30Hz, set bool variable to hand holding the whip's velocity greater then an ammount u input (should probably start off with 1).

Event Receiever bool varabled changed, if bool variable, then teleport (set postion, respawn, or set transform) to position of hit position from raycast starting at whip position & direction of whip forward vector (tho instead of teleporting ontop of objects with rope, this will have u needing to actually point ur whip realistically. Such as, if u want to get on top of a pole, you point ur whip on ceiling above it, teleport, & thus fall down on top of pole.

if u dont want it flexible/realistic, & to be more accurate like crescendo. The after setting bool variable 30Hz, if object variable is valid, then if vector dot player forward, object position - player position is less than 0.5, then set object variable to get first with tag with nothing in string input. Else nothing

Else if Object from raycast is valid, then if object contains list create of the interaction volumes, then set raycast object to object variable. Else nothing.

& on bool variable changed, if bool variable, then if object variable is valid, teleport (set position, etc) to position of "data" from string value switch (configured to add all grapple-able post's tags as compare values) of "match" get object variable first with tag. Else nothing, Else nothing.

And when ur done adding the tags in as compare values, get position of say, a vector component, to where that position should be based on the tag. & to detect a post, i would use locked interaction volumes with their object board's deleted

eternal hornet
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Ill try to follow the instructions

eternal hornet
red rover
eternal hornet
red rover
eternal hornet
red rover
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Respawn chip

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Wire execution to it

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And get local player

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For position, get position of the toggle button, and add vector3 (y= 1) and use that as position, and rotation doesn’t matter really

eternal hornet
red rover
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Make sure the toggle button is V2

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Place a chip called “get position”

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Connect that to the little yellow port on the Veryyyyy top of the toggle button panel

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That’s the position of the button, now place a “Add” and a “Vector3 create” chip

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Connect the “get position” output and the “Vector3 create” output both into the “add” chip

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Once done, on the Vector3 create, you should see X, Y, ,Z, configure the Y and type “0.5” (or however high up you want them from the toggle button)

eternal hornet
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Did that, now i have all the stuff there but its not working

red rover
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You need a rotation

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Place another Vector3create and wire that into the “rotation” port on the respawn

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Now it should work

eternal hornet
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Ok

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It worked!

red rover
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Also, if you get an issue where sometimes it works and sometimes it doesn’t, wire the “released” execution port of the toggle button to the same respawn chip

eternal hornet
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Ok

red rover
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Lastly

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Place a “get local player” chip, and use that player data for the respawn

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Don’t use the one on the panel, too lazy to explain why but it prevents weird networking where if you hit it last but then I hit it, it will teleport you

livid crown
livid crown
eternal hornet
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The radius activates the button

livid crown
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odd, but it works & more reliable

wind zephyr
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Hello, I am actually trying to do this myself but I think Im a bit confused or missing something this is what I have based on the previous discussion

olive plover
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don’t you just need to connect the pressed and the released port on the toggle button to the respawn?

wind zephyr
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😐

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crud your right

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Thanks so much😅

olive plover
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np np

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also I recommend turning off the rez effects on the respawn

wind zephyr
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Thats what im tryin to do rn actually since it was getting annoying

livid crown
wind zephyr
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I actually did! I asked about a respawn trigger zone and I combined the two to make 0 rez effects!

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Its all starting to make a bit more sense

livid crown
# olive plover oh, it’s quicker?

yeah, no delay.

Respawn literally probably runs a method Rec Coded where it sets screen to black (if target is player), after delay, if rez effects true, then set position & play rez effect then set transform target (& if player, no longer sets screen black)

olive plover
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interesting