Other than Patrol, how to make repeating series of actions
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@Deeeds The way you have it looping is fine, if you want the loop to stop eventually you’d just have a behaviour off to turn the timer off. I added a random red square to show you what I meant with execute behaviour. Also, just a hint for making behaviours neater, try double tapping a parent behaviour, I seem to be the only person I know that actually uses this lol, everyone else’s projects I see have behaviours sitting under parents kinda randomly. http://bit.ly/2ybv1Hf
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Ohhh, I think I see what you want to do.
Ok. There are a couple of ways to do this. Lets say you want to move something back and forth forever.
Method one:
Add behaviour bundel
Connect Move behaviour to bottom of behaviour bundle
Connect your second move to the bottom of move1.
Then connect bottom of move 2, to the top of move 1.This will make it loop.
Method to:
Move 1 ---> Move 2 --> Behaviour On (Move 1).
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@Murtaza Or use the new behaviour Execute Behaviour rather than Behaviour On.
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Yeah I mentioned that already above, except with a loop instead.
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@Murtaza I've tried variations on this, and can't get it to work.
Please, without the snark "It's how loops work", can you try to explain how you intended loops to work in hyperPad, and, specifically, how something like two actions should be repeated, sequentially, in the world of hyperPad... which is different to most of the rest of the world.
Imagine the simplest possible thing: two Set Colour behaviours to operate sequentially, one to black, the other to white. One has a duration of 0, the other of half a second fading back to the other.
I want to run this 10x, a flashing of black, white, black, white, etc...
For some strange reason, how to do this in hyperPad is not at all obvious, nor explained in any manner that I understand.
Granted, I could be dense, but having tried all the variations of ways to do this that I can think of, I'm also out of ideas... for what should be amazingly simple to do.
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@Deeeds Loops are intended for stuff like looping through an array or performing repeated calculations.
It'd be cool if they worked with behaviours with duration, but I expect it'd be difficult to program since the loop wouldn't restart until the duration finishes, so it'd have to keep track of what is running so it knows when everything in the loop is done, and it needs to work with dynamic durations and conditional behaviours etc.
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@Deeeds Can you not just use the Play Animation behaviour with your timer and repeat logic?
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@Aidan-Oxley " series of animation events"
eg. Move by, rotate by, Set Color, etc...
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@Deeeds Oh I thought you meant animations as in lots of pictures. Pretty sure it was said before, but you’d have your Transformation behaviours set for one cycle, and at the end of the cycle you simply turn on the start again using Behaviour On or Execute Behaviour. Here’s an an example image:
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@Aidan-Oxley Is amounts of repeats a Box Container or Value Behaviour?
Why did you choose that one?
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@Aidan-Oxley
The following "code" is supposed to flash a sign on and off a few times.
Why does this work fine the first time, and every subsequent time it only flashes once?
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@Deeeds I chose the Box Container because I have no idea how exactly a Value behaviour works and have never had the need for it (so I’ve never played with it to see how it works).
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@Deeeds Reading what the Value behaviour does, it seems you have to activate it (using the Receive Message) otherwise it will never update its value. If that’s true, I’d think you would get stuck in a never ending cycle, but that’s not what’s happening. I think you should just use a box container like what I had in the screenshot.
EDIT: I’m assuming Set Input Field60 is setting Value to Add Values33, and Set Input Field62 is setting Value9 to 0, right? And 0 is the Value9 default value.
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@Aidan-Oxley said in Other than Patrol, how to make repeating series of actions:
EDIT: I’m assuming Set Input Field60 is setting Value to Add Values33, and Set Input Field62 is setting Value9 to 0, right? And 0 is the Value9 default value.
Yes, exactly. Sorry. I should have clarified this in the post.
I agree with your assumptions on its "behaviour" as its described, too. Which is why I think this should work... the Receive message should be activating it, with its new value of 0, since it's happily become its other updated values, despite never being called again in the loop (or activated) other than to be updated.
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@Deeeds I just recreated what you said in a test project, and it worked. My random object flashed/cycled 5 times before stopping, then when I activated it again it worked completely normal. Are you 100% sure that Set Input Field62 is setting Value9 to zero and nothing else? That none of those behaviours in the cycle are being turned off? I’m also guessing you’re not willing to send me the project so I can see exactly what’s going wrong?
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@Aidan-Oxley How about, for once, you do this: Assume I'm doing as I say I'm doing it. Assume what I'm seeing is real.
JUST ONCE!!!
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@Aidan-Oxley I wouldn't be posting this unless two things:
- I think this should work
- It's peculiar that it doesn't work
- I've checked everything a few different ways
I played with this in many different ways because I believed it should work.
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@Deeeds why don’t you just send it? He’s been on here longer than you or me.
He might find something you missed.That’s three things, not two LOL