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LogicBricks2

Plugins + Scripts LogicBricks2

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HAL9001 updated LogicBricks2 with a new update entry:

v13: Features added + UI/Code overhaul

Features added:
  1. New LogicBrick ParameterMonitor. Monitor a parameter value for change and act accordingly. You can see it in action e.g., when changing the operator for FloatOperation, and the amount of inputs changes.
  2. BoolOperator has a new parameter to set the amount of inputs
  3. FloatOperator has a new parameeter to set the max. amount of inputs
  4. FloatOperarator has new operations (sin/cos/log/pow/division)
  5. PerlinNoise and PerlinNoiseMovement have a Seed Parameter, and...

Read the rest of this update entry...
 
I wanted to use ValueMapRelay for setting up DepthOfField values of post effects because it's own one not really helpful.
I used VUML to get distance from focus point object to camera and put this value in DepthOfField plugin. FocusDistance no need to remap.
I tried to use ValueMapRelay to calculate Aperture and FocalLength values depending of distance to focus point.

BUT! ValueMapRelay Input value is clamped in [0...1]. InputFrom and InputTo messing up output values but not helping with Input range. Extrapolate checkbox does not work for this.
In other case, i should use OutputActions to setup Aperture and this trigger too has input value [0...1] and (Start) Aperture, (End) Aperture remapping values.
It makes setup very complex and hard to understand.

I just wanted to put distance, linear interpolate it from range1 to range2. Maybe removing clamping for input value would be enough, but can't say for sure.
The FloatOperator just got new operation added and the [0...1] limits removed.
 
Thanks for the reply Hal,

I ended up finding a solution for the thing I was trying to do. I didn't consider feeding one perlin value into another generator, I'll keep that in mind.

Hope all is well otherwise, I totally get the life/modding interference issue. Regardless, thanks for the contributions you've already made.

Thanks!
I had some time to push out the changes I'd been working on very slowly for months. Among them a Seed parameter for PerlinNoise/Movement.
 
Any chance of adding a toggle to enable/disable freezing outputs when scene is frozen?
 
Hi HAL
I am using floatParamRandomizer to control the input of valueMapRelay, but every time I load my scene, floatParamRandomizer loses its assignment to just the 'Input' of valueMapRelay (3rd drop-down of floatParamRandomizer goes blank). I reassign it, everything works again as intended. Save the scene, but on the next load the assignment is lost again. Any ideas? Asking because I'm only having this issue with valueMapRelay.
 
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The "Infinite Duration" option in the SequenceMachineBidirectional plugin appears to be malfunctioning — even when enabled, the "Current Clock" continues to change. Additionally, I noticed that "Time Paused" and "Infinite Duration" are not included in the trigger list. It would be helpful if these options could be toggled via UI buttons, allowing users to control whether actions switch automatically in multi-action scenarios.
 
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The "Infinite Duration" option in the SequenceMachineBidirectional plugin appears to be malfunctioning — even when enabled, the "Current Clock" continues to change. Additionally, I noticed that "Time Paused" and "Infinite Duration" are not included in the trigger list. It would be helpful if these options could be toggled via UI buttons, allowing users to control whether actions switch automatically in multi-action scenarios.
Hi islact. Thanks for the suggestion. I basically extended MacGruber's original code for SequenceMachine, and those variables were never exposed to begin with. The same with MacGruber's StateMachine, I am actually a bit surprised, but I can understand it as variables per state are a b**ch to manage. Also, given that I have no more time to actively develop for VaM, I can offer this:
- I have exposed the paused parameter.
- I cannot replicate your "current clock continues to change" bug. It works fine on my end.
- I will NOT expose any variables of the states as that would require a major rewrite + testing which I have simply no time for.

Now that you can change "Time Paused" with a trigger, there's an option for states to set this on transition, basically pausing themselves = making themselves infinite. Maybe that's an option...?
 
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Hi islact. Thanks for the suggestion. I basically extended MacGruber's original code for SequenceMachine, and those variables were never exposed to begin with. The same with MacGruber's StateMachine, I am actually a bit surprised, but I can understand it as variables per state are a b**ch to manage. Also, given that I have no more time to actively develop for VaM, I can offer this:
- I have exposed the paused parameter.
- I cannot replicate your "current clock continues to change" bug. It works fine on my end.
- I will NOT expose any variables of the states as that would require a major rewrite + testing which I have simply no time for.

Now that you can change "Time Paused" with a trigger, there's an option for states to set this on transition, basically pausing themselves = making themselves infinite. Maybe that's an option...?
Thanks for adopting the suggestion — being able to control whether to pause state transitions via triggers is a huge improvement in convenience.
As for the "Infinite Duration" option, it was actually designed to be configured separately for each state. I had misunderstood that earlier.
Everything’s working smoothly now — really appreciate it!
 
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