1. #11
    Sounds nifty - cool track BTW
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  2. #12
    Thanks buddy.
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  3. #13
    So your saying that you can have multiple arrays set up - each one your able to select only the pieces that you want to use in that array and then change them accordingly?
    If so does that mean I can use Comparison Values and VDS to control that change Event or whatever your working on?
    As long as the Index is Set to Corresponding Number!
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  4. #14
    I think that's the idea.
    I actually ended up using what I had already set up on the tracks "BTTB Extreme Adventure (SG&TR)" because it would have taken a lot more work to change it all and it was working ok at the time.
    On both the SG (skillgame) and TR (trials race) versions of that track when you find a hidden smiley and detonate it (by touching it) it changes the variable for that smiley from a 0 to a 1 and at the location for smiley 5 and on the last cp and at the finish there are little "Smiley Scoreboards" that show which ones you found and which you missed. There is also one at the smiley behind the start.
    The Timed Race version keeps track of smileys found but they have nothing to do with your scoring.
    The Skillgame version is scored and medals awarded based on how many were found.
    Only real problem I ran into is that if you reset at the start you will retain the smiley found behind the start but if you restart the track you will loose that one. This was set up that was so you can try the first cp repeatedly but can't run through the track collecting them all, then restart and just run the track.

    Also, seems while I've got a time limit on the skillgame version of 30 min. The track does not actually time out after 30 min but a replay will not be saved
    In the future and a good FYI - Setting an end game event linked to your time limit seems to be the solution.
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  5. #15
    That was fun haven't played the race one yet but I will.
    Have you tried changing your data source to reset on restart or checkpoint to hold that 0 or 1 from restart?
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  6. #16
    Yes.
    Originally I set all the "Smileys Found" variables to retain their values on CP restarts and full game restarts but then decided I wanted the game to be about finding and detonating as many as you can and get to the finish in 30 minutes. However, backing up to get the first one behind the start and then making the start jump was a pain in the rear, so I changed the first one to stay collected even on reset and restart - however it seems it only stays collected on Start resets, and not full restarts.
    Also, for some reason, the timeout at 30 minutes does not end the game. I believe this is a bug in the editor but I think it can be worked around if you know about it ahead of time and create a variable time counter that matches your timeout limit and an "End Game" event attached to it.

    Skillgames have a few issues with them that you don't know about until you upload them, and then you can't change and fix them. However, I think most of these issues can be avoided with work arounds if we share these things we've learned with other builders.

    I found another problem with distance games.
    As you may know Jawbreaker Falls has a Finish CP at the 1000 meter mark. My intent was anyone who get's to the Finish get's a score of 1000 meters and a Diamond medal, with Diamond scores sorted by time. As you also may know that didn't work as I intended. Seems the bike crossing the finish triggers the CP but the riders head marks the distance. Thus, people crossing head first will have a better score that someone with a better time who crossed upside down or leaning back.
    I solved this issue on the track "Up to the limit" by moving the finish CP just past the finish distance I wanted recorded and a trigger just before the finish that forces the distance variable to stay locked at the max distance with a compare values event. IE: If (distance variable) > (Max distance) then (distance variable) = (Max distance)
    This seems to work and better times get better scores.

    That was a long post
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  7. #17
    Distance Variable = Max Distance
    Nice nice.
    I did find that using End Event is somewhat inaccurate for time scoring.
    Main intention was to be used for skillgames I think.
    But what do I know - haha
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  8. #18
    A wish to RedLynx Developers:
    Please come up with a way to test tracks scoring Before they are uploaded so we can avoid these scoring / leaderboard issues in the future.
    Just showing the actual values that will be recorded at the end of a test run would do the job. IE: exact time, Faults, Variable Values (attached to score HUD) and Medal earned when run from the start cp.
    Even when I set a 3 minute timer to end the game it actually ends up being like 3.016 or something like that. (which I understand is because of the math being done at the end of the tic cycle)
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  9. #19
    That's great! That sounds good, I will try it. My search ended there....Yet to try out something new.
    This means that I can set any combination of the switches to 1 or 0?
    A skillgame hidden in a race map will be completed at the end of this step.
    To find out how this turns out (soon), keep an eye out for the "BTTB Extreme Adventure" (planned name).
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  10. #20
    I have not yet played the race game but I am going to do so....Do you remember whether you changed your data source so it resets on restart or checkpoint to hold those 0s or 1s from restarting?
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