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Full Version: Nodebundle for playing with nodes

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From: Barry-H
5 Dec 2017   [#794] In reply to [#793]
Hi Michael,
yes that’s what I need to achieve a node that indicates a collision.
Thanks a lot.
Barry
From: Barry-H
5 Dec 2017   [#795] In reply to [#793]
Hi Michael,
I modified Max's node as your suggestions but cannot find anyway to connect it to the maths node.
Is the output a numeric number ?
Thanks
Barry
From: Michael Gibson
5 Dec 2017   [#796] In reply to [#795]
Hi Barry, the output for that case is a boolean value, not a number value. But if you want a number to be output instead, try switching the output type to:

this.addOutput("Out","number");

Then in onExecute, try this:

this.setOutputData(0, output.length == 0 ? 0 : 1);

The "output.length == 0 ? 0 : 1" part is a compact way of saying: "if output length is 0 output 0 else output 1".

- Michael
From: Barry-H
5 Dec 2017   [#797] In reply to [#796]
Hi Michael,
changed code as your reply only thing had to change was "number" to "numarray".
works just as I needed so again many thanks for sorting it for me.
Cheers
Barry
From: Barry-H
5 Dec 2017   [#798] In reply to [#796]
Hi Michael,
I was a little premature thinking by altering the this.addOutput(“Out”,”number”);
to this.addOutput(“Out”,”numarray”); worked, it only allowed connection to maths node but the maths node does not recognise the input. So back to square one.
Any more ideas gratefully received.
Barry
From: r2d3
5 Dec 2017   [#799]
Animate going easy..



Just take the 3 axes from the 3dm file -> place it over the axes points of your favourit piston > name the parts like in the 3dm file -> open nodeeditor with the nod file -> press play and enjoy...

runs fine on nodeeditor @'y'@ 0.99 without any special extensions....



Attachments:
animator10.3dm
animator10.nod

Image Attachments:
animator.gif  animator.png 


From: Michael Gibson
5 Dec 2017   [#800] In reply to [#798]
Hi Barry, well I'd guess numarray would need an array of numbers to be returned instead of just a single individual number.

In Javascript you can make an array by using [], like [ 'a', 'b', 'c' ] . So try changing the onExecute part to this:

this.setOutputData(0, output.length == 0 ? [0] : [1]);

- Michael
From: Frenchy Pilou (PILOU)
5 Dec 2017   [#801] In reply to [#799]
<< Animate going easy..

...easy to use your tricky Nodeling ...but maybe not so easy to create it from zero! ! ;)
From: bemfarmer
5 Dec 2017   [#802]
There is a (minor) difference in the behavior of the concat2 node in MoI4beta.
It is a failure to release the mouse attachment to the node, under certain circumstances.

By clicking RMB on top of the concat2 node, one of three input configurations may be selected,
called Numbers, (numarray), Points, (pointarray), or Objects.
This should be done before attempting to wire the input with the wrong type.
In MoI4beta, "Dragging" a gold wire for Objects to the wrong input, Numbers or Points, and then pushing RMB and selecting Objects,
results in the proper input being changed to, and the wire attaches, but the mouse is then locked onto the node box.
The only way I've found to release the lock is to press ESC, and reload the file.

This does not happen in MoI3. Clicking the RMB releases the attempt to wrongly attach the wire.

- Brian
From: Barry-H
5 Dec 2017   [#803] In reply to [#800]
Hi Michael,
that’s seem’s to be the answer.
Many thanks.
Barry
From: r2d3
5 Dec 2017   [#804] In reply to [#801]
<< ...easy to use your tricky Nodeling ...but maybe not so easy to create it from zero! ! ;)

EASY!

1. reinvent the cosinus
2. discover javascript
3. enjoy nodeling
4. keep nodeling

There is still a more EASY version:

Attachments:
animator11.nod

Image Attachments:
animator11.png 


From: Frenchy Pilou (PILOU)
5 Dec 2017   [#805] In reply to [#804]
>>2: Discover Javascript
Step 2 is maybe the pitfall hurdle obstacle stumbling block! :)

PS Nodes used are all native nodes renamed ?
As I have yet translated all native nodes in French that will be cool if you have a version with only native ones! :)
For example I don't see "CrankL" in my native list!



I follow this guy every day, day after day, but only for the pleasure of the show! ;)
(and i put Speed 2 : because we have only one life (not like cats who have nine! :D

From: r2d3
5 Dec 2017   [#806] In reply to [#804]
Uuuuups..
same picture different file.. ;-)

Attachments:
animator11.nod


From: Frenchy Pilou (PILOU)
5 Dec 2017   [#807]
With the Animator 10 in French native

From: Frenchy Pilou (PILOU)
5 Dec 2017   [#808]
Animator 11 works very fine!
As you can see i must translate all! :)
Here just translated the "-Limit"!
Look "- Limite" and "+ Limit"

in fact i was too speedy I must translate in French like this "Limite -" :)



Can we have a look of the code of the macro is ?

So a very big metaphysic problem for me : must i translated all nodes or only nodes that please to me! :D
From: r2d3
5 Dec 2017   [#809] In reply to [#805]
<<<(and i put Speed 2 : because we have only one life (not like cats who have nine! :D

var LengthOfLive=moi.GetDistance(birth,death)/speed;
if(speed<=Math.PI/2){break;}else{return;}


PS translating the nodenames makes only sense for the nodelist... if you have a LOT of nodes you have to give them relating names......
From: Frenchy Pilou (PILOU)
5 Dec 2017   [#810]
So the French version :)
But no exactly complete because you hid some nodes that i discovered in moving some ones !!! ;)

<< PS translating the nodenames makes only sense for the nodelist

Sure and for the Anglophobic user who has the illusion to understand a little bit of what's happening on the screen! :) :) :)

PS Thx for the Macro : indeed 2 lines can animated the world! :)

So 2 missing! (will be complete on my site! :) http://moiscript.weebly.com/elephant-systegraveme-nodal.html

From: Frenchy Pilou (PILOU)
5 Dec 2017   [#811]
Just a silly question! :)
Not for make it, just for info!

How do you attach something to a Macro node ?


From: Frenchy Pilou (PILOU)
5 Dec 2017   [#812]
Here the French last! :)




From: James (JFH)
5 Dec 2017   [#813] In reply to [#811]
Hi Pilou,

>> How do you attach something to a Macro node ? <<

A macro node is just an empty container until node circuitry is put inside.
To do something it needs input/s & output/s that may be connected.

Try double clicking on an existing macro to discover what is inside,
or alternatively create a new macro, double click on it, and add some node/s
include input and output from menu drop down, and then click BACK on the nav bar.

It will all become clear,

James

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