I had some ideas that would allow me to add one equally epic ending for my boss fight, however I have a problem, for this to work the way I'd like it to I need:
-a flipper (must be static at beginning)
- a trigger activating the flipper everytime you drive on the flipper
I would need it to stop activating at some point when I will drive on it, I have tried many things with no success, anyone can help??
-trigger activating the flipper when you drive on it
You want the flipper with physics turned on but animation off.
A trigger with physics/animation turned on connected to the flipper.
-'I would need it to stop activating at some point'
Might have to be a bit more specific here mate but your second trigger that switches the flipper off will have to be near to flipper and it should have physics on, animation off (this will stop the flipper moving dead in its tracks)
Main prob is if you have the trigger that turns off the flipper nearby it will move once then stop, if your wanting it to move always then an event later it stops, that would be a problem as unfortunately the triggers themselves never move.
You could maybe try using a piston to push the flipper away from the trigger that turns off the flippers movement and into another that turns it back on. (never tried this but its outside the box lol)
Thanks AK, but my prob is I have a switch activating the trigger on the flipper itself and before "event X" I need it to activate every time the switch is hit, and after "event X" I need it to stop forever. I hope it clarifies it , I have found a way around it for now but would still like to know because there's still time to correct it. As for the pistons pushing the flipper... that's out of the question, my boss is way too complicated and my room complexity is overmaxed quite a bit thanks to the glue/cancel trick
Also, I can't seem to make a slow piston push a platform upwards, it acts very awkwardly and whatever I try it just doesn't travel the full distance as soon as I glue an object to it, and even with no objects, it never reacts the same way, I hate the way the pistons work and I think there may be something I am missing...
Yea pistons are fiddly but you can get them working. It depends on the type of object the piston is glued too as some objects like the concrete tiled plates are heavier than the thin square plates.
Hmm maybe you need to try something like a force rotation trigger system like shown in this topic:
http://www.redlynxtrials.com/forum/v...hp?f=54&t=3457
Best way to make it look simpler is to draw it on paper. You have to think in a straight line with trials because of the nature of the triggers, there are no if then statements.
Boss action 1 > turns on flipper > Boss action 2 > stops flipper etc
Looping this so it starts over is very difficult. You may need to add the trigger that turns on the flipper to the force rotation system.
I never tried anything like this, but could you have the 1st trigger move some how? (simple see saw object) I don't know if you can glue anything to a trigger or if you can, if it will activate itself by moving?Originally Posted by QcChopper
EDIT: I tried to do this and I think it is possible!
EDIT2: I can't get the trigger to move after it has been triggered.![]()
I think the only way to do it would be to block off the flipper from moving some how, with another object.
I'm going to give this some more thought Qc, cause when I was playing through your track, I was thinking about stopping that flipper.Originally Posted by Jonofthejungle
Since the trigger itself will not move, what if you were to lay the trigger flat, and then have something fall on top of it so you would ride over the trigger? You would probably have to turn physics off on the object that falls down to block the trigger so it doesn't re-activate the trigger on its own.
Hopefully that makes sense.. if not, I can make a video or something to show you what I'm talking about.
I know what you mean, I call it a timer device, I already use at least 4 for the boss! However it wouldn't work for this one since I need the trigger to be activated more than once. I have found a good way around it, and by around I mean I had to forget about the flipper not moving, I just found another way that I don't need it to stop to work.Originally Posted by lespritdelescalier
I am glad to say, everything works so good I am amazed, the version I am working on is far more advanced than the one I have uploaded, it's much more polished, has another ending, the old one has been changed a bit, the boss has two new actions, it's tighter, it almost works perfectly every time but there will be the occasional screw up, it's completely unavoidable for something with so much intricate physics and interconnecting events with multiple possible outcomes, it was so much work... The boss is 99% done, only minor tweaking and visuals, I can't wait to upload this version but I want the next upload to be as close to perfection as possible.
I will upload a video of every single possible scenario (that matters) kind of like a show reel, I am thinking about showing what it looks like in the editor too, I do not have secrets and will reveal anything I used if anyone wants to know. Big thanks to AndyBMXBandit for telling me how to do the balls which he uses in his excellent "dribbles" set of puzzle tracks, which were an inspiration to me to create a puzzle map. Also huge thanks to BlueMageFTW for sharing that trick to put objects in a spot with maxed out room complexity, my new boss is 25% cuter and meaner because of him. Also thanks to everyone who gave feedback, I could not have done this without you guys, so it's now time for me to hit the editor![]()