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		| Your Computer   SCAN ME!
 
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			| RE: [CHALLENGE THREAD] 
 
				 (05-01-2012, 05:20 AM)Homicide13 Wrote:  Hm Wait a second, why are you using the "->" to reference the class' member functions? 
Most likely a C++ habit he unconsciously let through.
			 
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	| 05-01-2012, 11:22 AM |  |  
	
		| Homicide13   Senior Member
 
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			| RE: [CHALLENGE THREAD] 
 
				Alright, that's what I thought, but I just wanted to make sure. ;_;
 
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	| 05-01-2012, 12:37 PM |  |  
	
		| nemesis567   Posting Freak
 
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			| RE: [CHALLENGE THREAD] 
 
				Huh? Maybe. I thought, array, pointer, pointer requires ->.
 
  Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
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	| 05-01-2012, 01:35 PM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: [CHALLENGE THREAD] 
 
				 (05-01-2012, 01:35 PM)nemesis567 Wrote:  Huh? Maybe. I thought, array, pointer, pointer requires ->. 
You're confusing yourself with something else. Then again, even in C++ arrays or classes aren't always allocated with the new keyword (though, only classes can have methods). 
			 
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	| 05-01-2012, 02:07 PM |  |  
	
		| Apjjm   Is easy to say
 
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			| RE: [CHALLENGE THREAD] 
 
				My solution: void OnStart(){
 //Attach some prop detectors to the bridges
 AddAttachedPropToProp("bridge_1","collider_1","bridgeCollider.ent",0,0,0,0,0,0);
 AddAttachedPropToProp("bridge_2","collider_2","bridgeCollider.ent",0,0,0,0,0,0);
 
 //Callbacks
 AddEntityCollideCallback("barrel01_*","collider_1","cbAddPropBridgeDown",false,0);
 AddEntityCollideCallback("Player","collider_1","cbAddPropBridgeDown",false,0);
 AddEntityCollideCallback("barrel01_*","collider_2","cbAddPropBridgeUp",false,0);
 AddEntityCollideCallback("Player","collider_2","cbAddPropBridgeUp",false,0);
 
 }
 
 
 //Add/Remove a prop to the bridge we need to pull down
 void cbAddPropBridgeDown(string &in asParent, string &in asChild, int alState)
 {
 if(asParent == "Player")
 AddLocalVarInt("BridgeDown",3 * alState); //Player ways 3x more than a barrel...
 else
 AddLocalVarInt("BridgeDown",alState);
 moveBridges();
 }
 
 //Add/Remove a prop to the bridge we need to pull up
 void cbAddPropBridgeUp(string &in asParent, string &in asChild, int alState)
 {
 
 if(asParent == "Player")
 AddLocalVarInt("BridgeUp",3 * alState); //Player ways 3x more than a barrel...
 else
 AddLocalVarInt("BridgeUp",alState);
 moveBridges();
 }
 
 //Determine what levels the bridges should move to
 void moveBridges()
 {
 //Relative weights on bridges
 int up   = GetLocalVarInt("BridgeUp");
 int down = GetLocalVarInt("BridgeDown");
 int diff = up - down;
 AddDebugMessage("Up: " + up + " Down: " + down + " Diff: " + diff,false);
 
 //Work out relative weights & clamp (to stop bridges going through the floor).
 float state = diff * 0.1f;
 if(state>1.0f)       state = 1.0f;
 else if(state<-0.5f) state = -0.5;
 
 //Move based on relative weights
 SetMoveObjectStateExt("bridge_1",-state,0.65f,1.5f,0.125f,true);
 SetMoveObjectStateExt("bridge_2",state,0.65f,1.5f,0.125f,true);
 }
I used the Bridge Collider  entity which i provided as an addition file.
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	| 05-01-2012, 03:47 PM |  |  
	
		| nemesis567   Posting Freak
 
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			| RE: [CHALLENGE THREAD] 
 
				quite simpler than mine.
 
  Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
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	| 05-01-2012, 04:04 PM |  |  
	
		| Homicide13   Senior Member
 
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			| RE: [CHALLENGE THREAD] 
 
				Hm I don't know much about physics, but wouldn't even one object's worth of imbalance cause the bridges move to their respective maximum/minimum positions?
 
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	| 05-01-2012, 06:01 PM |  |  
	
		| Apjjm   Is easy to say
 
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			| RE: [CHALLENGE THREAD] 
 
				 (05-01-2012, 06:01 PM)Homicide13 Wrote:  Hm I don't know much about physics, but wouldn't even one object's worth of imbalance cause the bridges move to their respective maximum/minimum positions? Not always, but you are free to make that interpretation. The behaviour depends on the mechanics "behind the scenes" of the balancing on the bridges (Obviously if it is just bridge->pulley->pulley->bridge then yes). The specification I gave wanted a counterbalance puzzle, I am not too concerned how people interpreted that (and how the bridges should behave - assuming it isn't totally unintuitive) past the point of putting boxes onto bridge 1 effects bridge 2 in a proportional and opposite manner - so either is/was acceptable.
			 
				
(This post was last modified: 05-01-2012, 06:47 PM by Apjjm.)
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	| 05-01-2012, 06:39 PM |  |  
	
		| Homicide13   Senior Member
 
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			| RE: [CHALLENGE THREAD] 
 
				So what is the new challenge?   
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	| 05-02-2012, 05:45 AM |  |  
	
		| Theforgot3n1   Member
 
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			| RE: [CHALLENGE THREAD] 
 
				First i was like: Yeah, there will be some guy solving everything instantly anyway. But I just noticed that you are answering most of the challenges. Which means that people don't know how to answer these.  
If you could make the challenges slightly easier, maybe I can actually participate.    
Or ah, don't mind me.
			
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	| 05-02-2012, 09:19 PM |  |  |