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how to Activate keyboard button when the character hits the Triger?

6 REPLIES 6
SOLVED
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Message 1 of 7
pooya.king
1636 Views, 6 Replies

how to Activate keyboard button when the character hits the Triger?

hi
is there a way when character is in the yellow zone (Trigger) a keyboard button activate?
for example,when i'm in yellow zone,i press space button so the door Close or Open.
thanks.

Untitled.jpg

6 REPLIES 6
Message 2 of 7
tbuchan
in reply to: pooya.king

Of course,

 

I'd reccomend watching these set of videos by Paul Kind:

 

Message 3 of 7
pooya.king
in reply to: tbuchan

i already seen that.
but i have a problem with (Raycast flow node).
it's not responding to direction and distance (length).from every where and evey direction,when i Click,the door will open or close.
Untitled.jpg

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		Class = "Stingray.Flow.VariableConnection"
		FromItem = "Camera"
		FromNode = "e5f24752-7ff1-47ae-9a9d-d05a52f18644"
		Id = "cb82bf23-0535-424d-b852-e8a3c868a993"
		ToItem = "Camera"
		ToNode = "f80b0d8a-90bf-493b-8b3b-f410f4b7ed10"
		Type = "Camera"
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	{
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	{
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		ToItem = "In"
		ToNode = "61b5eb5c-a219-4ae1-8535-799d9bb88f62"
	}
	{
		Class = "Stingray.Flow.VariableConnection"
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		ToItem = "Rotation"
		ToNode = "2e53fe10-2c71-4b1d-afb0-2733f3c0e0d0"
		Type = "Quaternion"
	}
	{
		Class = "Stingray.Flow.VariableConnection"
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		Id = "081f8de6-5fb5-4124-9c9a-821b886fbba0"
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		ToNode = "61b5eb5c-a219-4ae1-8535-799d9bb88f62"
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	{
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		ToItem = "Play"
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		ToItem = "Play"
		ToNode = "b733f225-79f6-4439-9d2a-074567f1e544"
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	{
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		ToNode = "b1949084-2827-4d64-902c-89536a5abda3"
	}
	{
		Class = "Stingray.Flow.EventConnection"
		FromItem = "Pressed"
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			{
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				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
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			}
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			}
			{
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				Type = "event"
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			}
		]
		Title = "Mouse Button"
		Width = 160
	}
	{
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			Y = 80
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				}
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		]
		Title = "Unit Spawned"
		Width = 160
	}
	{
		Animation = {
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		}
		Blendtime = {
			Value = 1
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		Category = "Animation"
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		Id = "d0e3188c-0ee5-4df8-aada-62dae833b55c"
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		NodeLocation = {
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	{
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		Category = "Animation"
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	{
		Category = "Physics/World"
		Class = "Stingray.Flow.DataDrivenFlowNode"
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			}
			{
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			{
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		NodeLocation = {
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			}
			{
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				Type = "vector3"
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			}
		]
		Title = "Vectors From Rotation"
		Width = 160
	}
	{
		Category = "Camera"
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		ColorCategory = ""
		ExportTypeName = "get_camera_world_position"
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			}
			{
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		}
		Outputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
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				Type = "vector3"
				UIName = "Position"
				Variable = {
					Class = "Stingray.Flow.OutVariableVector3"
				}
			}
		]
		Title = "Get Camera World Position"
		Width = 120
	}
	{
		Category = "Camera"
		Class = "Stingray.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "get_camera_world_rotation"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "5864e879-9cfe-4cd7-90e7-639eab33ff2d"
		Inputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "unit"
				Type = "unit"
				UIName = "Unit"
				Variable = {
					Class = "Stingray.Flow.InVariableUnit"
					UseMyUnit = false
				}
			}
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "camera"
				Type = "camera"
				UIName = "Camera"
				Variable = {
					Class = "Stingray.Flow.InVariableCamera"
				}
			}
		]
		NodeLocation = {
			X = 60
			Y = 220
		}
		Outputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
				RawName = "rotation"
				Type = "quaternion"
				UIName = "Rotation"
				Variable = {
					Class = "Stingray.Flow.OutVariableQuaternion"
				}
			}
		]
		Title = "Get Camera World Rotation"
		Width = 120
	}
	{
		Arguments = [
		]
		Class = "Stingray.Flow.CustomScriptNode"
		FlowNodesResource = "core/appkit/BackUp/appkit"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "e5f24752-7ff1-47ae-9a9d-d05a52f18644"
		InEvents = [
		]
		IsQuery = true
		Name = "Get Active Camera"
		NodeLocation = {
			X = -140
			Y = 140
		}
		OutEvents = [
		]
		ReturnValues = [
			{
				RawName = "Unit"
				Type = "unit"
				Variable = {
					Class = "Stingray.Flow.OutVariableUnit"
				}
			}
			{
				RawName = "Camera"
				Type = "camera"
				Variable = {
					Class = "Stingray.Flow.OutVariableCamera"
				}
			}
		]
		Width = 140
	}
	{
		Category = "Event"
		Class = "Stingray.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "level_update"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "15d98a0f-700a-4527-a0e5-0f2d87f3d7a8"
		Inputs = [
		]
		NodeLocation = {
			X = 220
			Y = 340
		}
		Outputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
				RawName = "out"
				Type = "event"
				UIName = "Out"
				Variable = {
					Class = "Stingray.Flow.OutEvent"
				}
			}
		]
		Title = "Level Update"
		Width = 160
	}
]
Message 4 of 7
dan.matlack
in reply to: pooya.king

What are you trying to do there with your compare node? What is your end goal? 

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 5 of 7
pooya.king
in reply to: dan.matlack

 

i used compare node for active or deActive raycast node according to view direction and distance from door.

 

My final goal is,when character is near each doors of level,i open/close that door by pressing a button.

Message 6 of 7
dan.matlack
in reply to: pooya.king

@pooya.king To accomplish what you'd like to do, put a level trigger surrounding the space you'd like the door to be 'active' and set it to character trigger. Make sure your character/player/hmd, whatever you are using as the player controller, has a keyframed physics actor on it that is set to 'character.' This will allow the level trigger to fire. Do some flow logic that says: if my character is in this trigger, then allow the door to open or close based on a button press. Then set up your door logic in flow to open or close by a button press of your choice. There is no real need for raycasting in this situation. Let me know how that works out.

 

Different ways you can do it, but something like this maybe:

 

doorwork.JPG

 

chartrig.JPG

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Message 7 of 7
pooya.king
in reply to: dan.matlack

Thank u a lot
here is how i solve it:

 

Level Flow Solution


Level Flow Solution.jpg

Unit Flow Solution

 

Unit Flow Solution.jpg

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