#Rotator appear to hands
1 messages · Page 1 of 1 (latest)
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What do you mean •_•?
When hands are closed a rotater appears invetween
Right hand get is closed - left hand get is closed - and - if - set transform rotator- subtract left hand pos by right hand pos - vector scale 0.5 - position of set transform rotation whatever
I’m sorry I just didn’t understand😞
Search up those circuits and connect them together
I’m not the poster so I don’t need it 😅
Copy these circuits for your system
Doesn’t work
It does teleport to me, but it doesn’t stay with me if I move at all
@umbral marlin
@umbral marlin
Dont spam me i was sleeping 
Leme see the circuits you have down
I have a feeling its the udp 30hz what u should do is set it to room loaded and connect it in to a delay that after delay runs it again and set the delay to 0.3 then connect the output run to the spot the upd 30hz was supposed to be
Ok I’ll try this soon, but after might not reply til tmw
Ok here’s the thing, in my system that I work for it, it doesn’t work, but the system you told me works @umbral marlin
In 30 mins i can get on and fix them for you
It’s like 12 at night, could you maybe do it tmw morning?
You should never use delays as a substitute for Update hz events, a big enough lag spike or other circuits error could make it lose its signal and completely stop working.
So what should I use?
If you want a very specific pulse, do instance get lifetime > divide (divide by your desired pulse length) > round to int > int variable. Then if you constantly spam that int variable with an event receiver set to the "update" event, you can use another event receiver that will be called "[name of your int variable] changed" to use that pulse anywhere.
That's not what you need though, i was just correcting them on something they suggested
So what should I need?
What you need to do, is plug left hand is closed and right hand is closed into an and, then plug that into an if. Then plug a player left hand position into the top of and player right hand position into the bottom of a subtract chip. Put the result through a multiply chip, and make the second input a vector of 0.5, 0.5, 0.5, and run both that chip's output and the player right hand position chip from before into an add chip. From the if from earlier, plug the "then" output into a set position.
What we're doing here, is getting both hand positions, and minusing them from eachother, this gets a value that is the direction and distance that the first position is from the second. By multiplying it by 0.5, 0.5, 0.5 it keeps the exact same direction since all its XYZ values are being multiplied by the same amount, but its distance is halved. By adding this to the right hand position, we get a position that is halfway between the left and right hands.
Is this right from what you said?
Also, I use a cooldown system so I need to hook that part up as well
Perfect! Now, is this circuit going to be something that only 1 person in the room can use at a time? Or multiple people at the same time?
Everyone, multiple people can have the costume and can use it at the same time
Ah alright, so you can either make 1 of these circuits for each costume, or you can keep this all as just 1 circuit a different way.
Yeah I was going to make the circuits for each different costume
You can totally do that, that works
I have to head off to work now but i can explain how to keep it all as 1 circuit later if you'd like
Also, how can I hook this system up to this input of the “if” chip, but it’s also before the set position?
Ok, I probably won’t respond till after I sleep after this
Oh, for now make sure you plug an if player is valid and local in before the if chip, and connect the player input to whoever is wearing the costume.
Ok I did this and tried it, but I’m going to show you a video tmw on what I wanted for this to be
what are u dowing here?
Was he spamming you? 😭 he pinged you twice with a 8 hour delay
@somber galleon @umbral marlin
This should have worked exactly how you're describing it, can you take a photo of the whole circuit? I'm wondering if maybe you've put the cooldown in the wrong place and it's causing it to only trigger for 1 frame before the cooldown activating blocks the event receiver signal signal from set positioning the rotator anymore
Ok I’ll send another video showing everything I used for the thing soon
@somber galleon the only thing I added was an event receiver
But there’s the entire system
@somber galleon
Hey sorry, was struggling to sleep so i slept in today and had to immediately get ready for work after waking up 😅
When i get home tonight i'll make the circuit to record a video of and show to you, including the extra circuits that can keep this all to just 1 circuit instead of having to copy it for each copy of the costume.
Ok thanks bro 🙏
(i am home now btw, doing this now)
Ok
Okay so your circuit here is indeed cutting off the signal. Sorry for the delay, got caught up trying to figure out a bug of another circuit i'm working on
@heavy karma so how do you want this ability to activate? Is it just when you hold your hands closed for a certain amount of time? Or if you hold them both shut at all?
Well I want it to be whenever you close both hands, then it checks to see if you’ve done the ability in the past 30 seconds (which I already have a system for) and after about 6 seconds, the ability is ready to use, but only whenever you release your hands
On it, gimme a sec.
Still working on it, just getting more complicated as i'm trying to accomodate for what happens if someone tries to break it by unequipping their costume mid-attack
Yeah, the system I use just gets more and more complicated the more I go
Awesome, i was in the final steps of just recolouring chips to make it easier to understand, and got booted to my dorm for "circuits creation error", "error syncing circuits". I didn't lose all my progress, only about a third, but that's still incredibly annoying
Damn, that’s happened to me at least 30 times so far
And that's a second time for me now, hopefully this aitosave recovers more than the last one did, but i'm skeptical
Hopefully
Okay than one got practically all of it, goodie
Good
Nice 🙏
Didn't know what you intend to do after the charge so i just did a blue beam thing.
Also, you'll wanna give your rotator, costume, and whatever ability thing you're using special tags to identify them with
Ok, I can’t test it rn, but once I get back, I will try it, also is the entire system? Like with the cooldown and everything? Or is this just the rotator to hands part?
Here is a video of me just showing how it is used, and a longer one explaining how the circuit works in case you want to hear that
All of it, check the shorter of the two videos to see it working
Ok tysm for this bro, I will do all of this in a few hours once I get back
Forgot 1 chip, the failsafe doesn't account for other costumes that aren't related to this circuit, so between the If Is Valid and first Set Position in the red section, there needs to be an Execution Integer Switch chip. Plug the output of the List Get First Index Of into its input, and configure it to add a port for "-1". Only the "Failed" output should connect to the Set Position, the "-1" output should go to the "Previous Costume" Object Variable.
@somber galleon so would there be an input to the “execution integer switch”?
Also would the “-1” go to the last previous costume or the first?
Nvm I think I got it
yee, how you have it in the pic is correct, and the input of it should come from the top output of the "If Is Valid"