2 Drive line to different path questions.
First;
Lets say I make a track with strategically placed blue and red sections. The player hits all blue markers and misses all red markers, Can I make the player go on a different line that maybe leads to a secret section of track, or a special shortcut etc? Not above or below by just blowing up a ramp or bridge like in THD, but physically round the ramp or bridge on a different curved line?
Second;
For the multiplayer tracks (not motocross), Is it possible to make one player trigger an event that will effect all players globally or will it only trigger effects on their own console? I.e, if Lead player is 5+seconds up, they trigger an event that allows for Trailing player to gain 5 seconds through use of a rocket boost or bypass of a difficult obstacle?
My first question, especially, i think, falls in the 'hopes and dreams' category.
Re: 2 Drive line to different path questions.
I don't have any inside information, but I'm going to guess the answer to the first question is probably no.
In the path/spline tutorial video, there isn't any indication you can do anything but add checkpoints/spline points in sequence. In other videos, they've occasionally said things like "we also have the option to do (advanced feature), but we'll cover that in a later video." No similar message here regarding paths.
One trick that should work, however: I believe it will be possible to curve the driveline back onto itself, like laps on an oval track. (Some of the tracks we've seen wind the course around circular obstacles.) Although the track will run the same each time you do it, it should be possible to fool the rider by taking different paths on different laps.
For example: take the outside path on lap 1, then the inside path on lap 2, then crash over the fence at the beginning of lap 3, or something like that.
Regarding your second question, I assume you are talking about the "ghost riders" multiplayer style. I can only assume that each player's physics will be completely independent. I don't see how it could be otherwise.
Re: 2 Drive line to different path questions.
So it looks like someone has finally asked something of the editor that can't be done!!
Re: 2 Drive line to different path questions.
I said something like that, (didnt word it as well as you though) but it fell on deaf ears. Someone else said to wait for the advanced checkpoint vid as it may have something in there about it and that perhaps the devs dont want to give to much away until that tutorial comes out.
I do hope its possible that would be awesome. http://forum.redlynx.com/forum/image...icon/smile.gif
Re: 2 Drive line to different path questions.
This is something that doesn't seem very hard to implement, but from what I've seen Redlynx has always had the view that if you want two separate driving lines, you are essentially creating two tracks and should use those tracks individually.
Re: 2 Drive line to different path questions.
Quote:
Originally Posted by AussieNufMan
So it looks like someone has finally asked something of the editor that can't be done!!
Of course you can't split the driveline...how would you tell which way to go ?
Re: 2 Drive line to different path questions.
Quote:
Originally Posted by Jarr3tt88
Quote:
Originally Posted by AussieNufMan
So it looks like someone has finally asked something of the editor that can't be done!!
Of course you can't split the driveline...how would you tell which way to go ?
Well.... triggers would be my starting answer.
Re: 2 Drive line to different path questions.
Yeah - triggers. I.e.;
If player break glass panel,
then designate right track,
else if player goes over glass panel designate left track,
else stay on middle track.
Get the picture?
I think that allowing triggering across multiple players while in 'ghost' could allow for some interesting level design. Even the ability to make co-op style puzzle tracks?!
Re: 2 Drive line to different path questions.
Re: 2 Drive line to different path questions.
I reckon you could do this as long as you can have custom finishes. the latest editor vid is talking about being able to reset the rider to any where on the driving line. in theory you could loop the driving line back on itself after your first custom finish and overlap it to create your branch in the driving line and path to the second finish. then you could have a trigger at this join which would just shift you from the original line onto the newer one. for example if you set your trigger on a high ledge then if the rider makes it to this ledge they would carry onto the last part of the driving line. if they don't make it to the ledge then they would just carry on the first part of the driving line.
I hope that makes some sort of sense and that it works. i'll test it out on wednesday to see if its possible.