I will continue to add information and links to this post for research...
______________________________________________________________
To start off I wanted to add this basic but very useful piece of information on the types of data that can be linked between nodes.
Types of Data
In a flowgraph there are different kinds of information that can pass from a node to another, the type of information that’s outputted from a node can be seen from the output’s arrow color:- Dark Blue: Boolean value (0 for false / 1 for true)
- Light Blue: String (this can contain numbers and letters, e.g "Mission Success" or "The Code is 1234" etc…)
- Red: Integer value (whole numbers such as 0, 1, 2 etc…)
- White: Float value (numbers that can include decimal places eg. 0.23, 4.738 etc…)
- Pink: Vector (a position or angle in relation to the map eg. (1,0,1), (23,1,2); etc…)
- Green: Any/Signal - this kind of port can pass all the above types of information through.
Usually you can link an output to an input only when they are of the same kind; you can link everything to a green input/output, but be sure that the data that arrives to the input is of the right type. However, compatible ports (integer to float for example) are allowed to link together; you will recieve an error message of your linking is incorrect.
______________________________________________________________
I found this tutorial which could possibly help me with what I was trying to do for the Week 1 task. It would also be useful in data analysis to change material parameters on objects as AI's get closer/ further away or time of day changes (for example).
Flowgraph Walkthrough
The String:SetString nodes contain the file paths to the new material which are to be assigned to our object. In this example on game start every 5 seconds the material of the object will change. The string paths of the materials are sent via a Logic:Any node to the Entity:Material node which performs the material swtiching.
I found this on Ros's blog which again could help me.
______________________________________________________________
No comments:
Post a Comment