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Getting checkpoints to register at exact position
Any way to make checkpoints register not suckily? I'm making a race with the bike pinned in place and the checkpoints need to to be vertical, but the only way to make them not register from below is by blocking the grey line with an object. I've got it working good enough a couple ways, by using custom respawns and/or portals with an object that gets hidden on contact and/or OPEd out of the way, but it still needs some really precise checkpoint placement tweaking to make it register correctly, would be way better if there was a way to just make a checkpoint register when both wheels make contact with an object or something like that
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In the events section there is an event called the Player Event, one of the options in the Player event is an "Activate Checkpoint" option, so you should be able to tie a hit trigger to that event to activate a checkpoint when the bike touches an object.
As for assigning it to only when both wheels are touching it, I'm not sure if you can select the wheels individually with a hit trigger, you could just decrease the trigger sensitivity so you need to be touching the object for like half a second before it will activate. If you can individually select the wheels then you should be able to set up an AND gate to only activate an impulse to the event when both hit triggers (one for each wheel) is active, if you can't attach hit triggers to each wheel individually then you may need to attach some invisible objects to the wheels of the bike or something and use those but that gets a little more complex.
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I tried the activate checkpoint thing but it still registers as usual from below, would be perfect if the checkpoints weren't vertical. Individual wheels can be selected for a hit trigger, I didn't know about the AND gates but ended up sort of making my own with a bit of probably overly complex logic, each wheel has a hit trigger going to a set value event that adds .5 and disables when a wheel touches, and subtracts .5 on leave and re-enables with on on event, that changes a vds starting at -1 so it results in 0 when both wheels touch, and the vds is set so that disables a 1 tick cds with a start/end of 1/0, which enables an interval trigger that powers some more logic that chooses a portal number and rotation value for the tower from a 2d vector when you respawn. And i added another hit trigger on the next ramp that just needs either wheel to activate so you'll still get the checkpoint if you do a wheelie over it. Actually works really good. Just have to copy the block of crap and change what line it selects from the 2d vector.
3 cps on top, 2nd one didn't need the 2 wheel stuff, middle part controls the portals and tower respawn rotation, the bottom stops the bike and pins it in place when you drive up to it
https://i.imgur.com/bxdRn2j_d.webp?m...idelity=medium
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If you put all the checkpoints really high up or low down away from the tower does that not put them out of range and thus prevent them from activating from the bike and only with the event?
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It works like that with a non-custom respawn, but then it respawns at the nearest solid spot below the checkpoint, then with a custom respawn it moves the registering location to wherever the custom respawn is
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you can use the portal tool also, and mimic a CP, but it will not count as a fault until you set it as one, but I know it's only done skillgames, plus you can trick it will floating platform on command on off & on
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I wasn't able to figure out how to use the AND gate, the only AND thing I saw was an operation with only number value input/output, was there a different operation or filter that would only send an impulse if it received impulses from both wheels at the same time?
I ended up settling on the portal custom cp, works great, can even have them so they trigger in any order they're activated, better than actual checkpoints
A new problem I ran into, I'd like to put some moving objects on the moving tower, tried making a simple spinning wheel obstacle attached to the tower, no problem until I get to the respawn bit, because the tower rotation is being OPEd into position, the physics joint doesnt carry with it correctly and the whole structure glitches out
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Ah I didn't realise that custom re-spawn points altered where a checkpoint activated too, that's a shame.
When I said AND gate I wasn't referring to an actual item, I meant to make one out of logic which you did, I probably would have done it like below but if your way works then it's fine.

There is a thing called an Impulse Clamp Filter which sends out an impulse after it receives a certain amount of impulses, which is discussed at about 2:35 in this video:
if it was connected to the hit triggers and set up to respond to two impulses within 1 tick then I assume it should only send out an impulse when both wheels are touching the platform at the same time and two impulses are being sent within the same tick like an AND gate however I haven't used it myself like that to be sure that actually works.
As for adding physics items to the spinning tower, I'm not really sure what you can do to get that to work without being able to actually see what you have happening and trying some things, so that might be up to you to just try things and see if anything works, however were it me I would be tempted to just stick with the tower itself and not try to push things too far.
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I got it to work! Used a stationary wheel glued to the tower, no contact response and invisible, with the actual spinning wheel attached to it on a disabled rotation joint. An OPE keeps them aligned by using the stationary wheel's position and angle, then when you hit the checkpoint it disables the OPE and enables the physics joint, with a 3 tick delay to let the tower be repositioned and whatnot. I was about to give up after trying so many things and then I realized I could enable and disable the physics joints...
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Solve one problem and create another lol... The wheel spins way too easily, is there any way to make a rotation joint have more friction/angular damping aside from using angular damping or adding weight to the wheel? Both of those make the wheel less freely spinning but it creates drag on the whole tower. It seems like there should just be a simple setting to make the joint spin less easily