seems change variable dosent save the local position an theres no check box for it either so how do i go about saving the local position ?
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  • edited July 2015
    its either that or the original position is not being stored at all im using object variables an then a change position with the stored variable in a tagged machine to push it back the tagged machine gets called from the pistol fire schematic. but the change position uses local position but the change variable dont so not sure whats causing the confliction but i do still think its the fact that theres no local position setup for the change variable. which is needed if your trying to save the local position
    Post edited by wtyson on
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  • edited July 2015
    ok got it to lock into a local position by setting up the actual path to the item even though its set up as a found object but still not getting the full reset it seems back to the original position, well transform wise. visually it seems to stay put but in the transform it still reads all over the place.. not sure if this is a unity thing or not.....
    Post edited by wtyson on
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  • edited July 2015
    ok i see whats its doing its moving the whole controller around {had root checked in the actual change position when firing] but when its unchecked i get same results as before when i was just using normal values the arms dont actually go back to the original position even after the tag machine is suppose to set it back
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  • edited July 2015
    ok so still not getting this to reset i can get the recoil action but not once have i gotten it to reset back to its original position.... heres some pics

    Storing the value gets called once in a auto machine...

    image

    change position this is done while the weapon is getting fired...

    image

    then the reset which is being done through a tagged machine which gets activated after a .1 sec wait after the change position

    image

    just seems no matter what i do i cant get the arms to reset back the arms original location is 0.0.0 local position to the parent object so little loss on this now
    Post edited by wtyson on
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  • You can use the Modify setting in the Vector3 value settigns to transform a position, e.g. from world space to local space.

    If you want to e.g. remember the arm's position, you'll need to transform the arm's position into local space of the parent - there's the Vector3 Transform Value node to transform a position (e.g. from one game object) using another game object and store the result into a variable.
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  • edited July 2015
    so hour an a half of messing with this an still no luck nothing is resetting it back to the original position it basically ignores it an sets it to a local position from where the random value moves it to... an im not under standing how to bind my position to another object. but i did get this working by making a script which allows me to set up a gameobject as the reset position. makinom really needs some get an set nodes. like get gameobject set game object ect ect..
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  • That's how positioning works, if you're setting something in local space, it's always from the current position. You could also use a Curve Move node.

    What would get/set game object nodes do?
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  • they would be a more efficient way of dealing with game objects then the search node. get gameobject would be manual placement of a game object in the node editor with a variable key attached to it so that it can be used any where this would allow usage of game objects with out need to use the found objects all the time which has limitations since you have to always search for it before you can apply it. to me it would just stream line things ( coming from a ue4 background with get set variables) dosent even need to be a node can be added to the change variable node so you can even add them to the object variable component. it would have alot of versatility... since you can do more with it since you have a key for it to use in other nodes
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  • Game objects can never be variables and can't be saved with save games. I could add naming for found/global objects to store different objects at the same time.
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  • yeah that would work
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