1. #1

    ordering the checkpoints

    this is probably a dumb question... how can i tell the editor that checkpoint #2 is actually checkpoint #3 ? when i go to share the track, the one checkpoint (#3) wont activate, because it's technically horizontally before (what's supposed to be) checkpoint 2......
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  2. #2

    Be More specific so i can understand what you are wanting.

    Originally Posted by Chasm Flaps Go to original post
    this is probably a dumb question... how can i tell the editor that checkpoint #2 is actually checkpoint #3 ? when i go to share the track, the one checkpoint (#3) wont activate, because it's technically horizontally before (what's supposed to be) checkpoint 2......
    If there is a way to set a player event to checkpoint 2 and have it reset you to cp3 that might work but if thats not what your saying then maybe its because checkpoint 2 is above checkpoint 3 or vice versa if that's the case let me know and i can tell you how to fix
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  3. #3
    yeah the 3rd checkpoint is up above... between the start line and CP#2 .... when i was doing test runs it all worked fine...but when i went to share the track and had to pass the track to share it, that's where it started acting up. ..
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  4. #4
    RaketeAal397's Avatar Member
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    the cp.'s only work in their order on the DL, here's a workaround:
    (i'll be using the order in your track,not on the dl, CP1 is start line)
    put an area trigger to CP2, deactivate it, uncheck "reset at CP restart"
    put an area trigger(leave it as it is) and a state event (on) at CP3, send the impulse to the state event and connect the state event to the deactivated area trigger at CP2, uncheck "reset at CP restart" in the state event as well. now put a player event and connect the area trigger at CP2 to it. (reset to CP, index is in your case 1, the start line is 0 and next on the DL is for you your CP3, so this is 1. the first time you reset to cp3 there will be a hiccup because it resets you first to the CP2 below, you can see that but from that point it will work like every normal CP. hope i didn't forget something if you want try it and let me know if it worked

    edit: now you could activate the cp by bailing out, so add 2 (not sure exactly how it's called in english) player event triggers, one is crash and one is bailout and let these deactivate the trigger at cp3

    keep in mind that if you're at CP3 and roll down to CP2 it will teleport you to cp3 again
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  5. #5
    cool thanks for the help ... now i just have to decipher what any of it means (noob track maker) ... but i'll try to figure it out
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  6. #6
    yeah i give up.. guess that's just 20 hours of my life i'll never get back. Why doesn't it just let you number the checkpoints? or set an area of effect to the checkpoints? god im p1ssed off
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  7. #7
    RaketeAal397's Avatar Member
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    i could make some screenshots, could be better to understand than this wall of words, it sounds more complicated than it is
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  8. #8
    if you think it'd help and not be too much trouble, sure that'd be awesome
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  9. #9
    RaketeAal397's Avatar Member
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    https://youtu.be/IJgH0kGCvDw here's a vid, i hope everything makes sense, i also made the upper area trigger react to only the rider's head like the CP's do. for the ordering by numbers it's just counting from 0 on instead of starting with 1.
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  10. #10
    I played with this idea for a day last week and my best solution was to create a secondary driving line.

    I'd suggest trying this on a new map first. I screwed up the alignment of my driving line on my track when I first tried this and it took me forever to fix it.


    Basically, create a secondary driving line so that it forks off right before Checkpoint1. Then place an Area Trigger and have it triggering a Driving Line Event that points at the Spline that forks.

    http://imgur.com/a/sYe5D

    Here are 2 images I uploaded. The first image is what it looks like with the secondary driving line moved away from the primary driving line and the second one is just the secondary driving line pulled in so it is pretty much on top of the primary.

    You may also notice a 2nd area trigger. It shouldn't be necessary but for some reason without it my track would end at the wrong checkpoint. I think it is a bug due to the driving lines being so close.

    I also uploaded an example track on track central for PS4 so you can see how it feels. Search "Dont play example 6619" and it should come up, if not search by creator "Reese6619". I'm not sure how cross-platform play works so if you aren't using Playstation4 you might not be able to search for it.

    Also, I just realized this thread is almost 2 weeks old and you've probably moved on. Hopefully someone will find it useful in the future.
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