1. #401

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by pzrtak
    Originally Posted by Jarr3tt88
    I thought you were asking a question so I was answering it...lol Was it hypothetical? Am I missing something?

    What are you asking to achieve? Now I'm confused.
    It was a roundabout way of asking if paradoxical instructions can be given, and how those would resolve, rather than a specific answer.
    Yes, exactly.
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  2. #402
    Jarr3tt88's Avatar Senior Member
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    Re: Trials Evolution - Guide to the Editor

    If you set it to be visible and then invisible at the same time interval, it would remain visible lol
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  3. #403

    Re: Trials Evolution - Guide to the Editor

    Re:breakable objects
    Do you need to hook an event to a breakable object just to break it?
    Can you set the hit points to 0 and ram it?
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  4. #404
    Jarr3tt88's Avatar Senior Member
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    Re: Trials Evolution - Guide to the Editor

    Originally Posted by PrgSkidmark
    Can you set the hit points to 0 and ram it?
    Yes.
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  5. #405

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by PrgSkidmark
    Re:breakable objects
    Do you need to hook an event to a breakable object just to break it?
    Events seem to be the new trigger check boxes. So yes.
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  6. #406
    Jarr3tt88's Avatar Senior Member
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    Re: Trials Evolution - Guide to the Editor

    Originally Posted by bobozilla
    Originally Posted by PrgSkidmark
    Re:breakable objects
    Do you need to hook an event to a breakable object just to break it?
    Events seem to be the new trigger check boxes. So yes.
    If you set the hit points to 0 then you wouldn't need a trigger at all But I wouldn't use 0, just a number that will be breakable by the riders force; more realistic.
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  7. #407

    Re: Trials Evolution - Guide to the Editor

    I just rewatched the videos. I put 2 and 2 together, and they show many ways like the example using the trigger to send impulse to event. The specific example caught me off guard, and we may want to break stuff anywhere in our game.
    I was so overstimulated by all those things.
    Sweetness
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  8. #408

    Re: Trials Evolution - Guide to the Editor

    I think the ability to change the rider into a ball mid race is pretty cool. A little odd, of course, but in a manner of flexing the editor, a very nice feat.

    However, we know we can't have the driving line take a sharp 90 degree turn... but what if we were the ball? Against a wall? At full stop?

    It seems that in custom skill games, the driving line is optional, but would it be a safe assumption that regardless of the player object we still can not have those sharp turns on the driving line when it is present?
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  9. #409
    jenkki's Avatar Trials Developer
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    Re: Trials Evolution - Guide to the Editor

    The final six tutorials -- from Operations to Building Skill Games -- are now live!
    Check your playlist here.
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  10. #410
    jenkki's Avatar Trials Developer
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    Re: Trials Evolution - Guide to the Editor

    Originally Posted by SharpieSniffer
    I am so confused about data sources and some filters. I definitely want to learn them but man is it gonna be hard.
    Don't feel like you need to learn every part of the editor before jumping in, and don't be put off by the techie talk -- none of our full-time level designers have any programming background, and they made virtually all the levels in the game.
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