1. #411

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by jenkki
    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.

    That's good to know And WOW!! You really have given us a game creation tool
    Share this post

  2. #412

    Re: Trials Evolution - Guide to the Editor

    The last few videos were probably the best, thanks to all involved!
    Share this post

  3. #413

    Re: Trials Evolution - Guide to the Editor

    Really nice to see that people seem to understand the whole trigger system already by watching the tutorials. Once you play with it, you will get even better understanding. Just remember these key concepts:
    - Triggers create impulses
    - Events are fired when an impulse arrives in it
    - Filters can branch the impulse to multiple chains or kill the impulse
    - Data sources can be used to store values
    - and probably the most important feature: almost every object property value can be read from a data source

    The order of execution is the order the impulses are going through the system.
    Trigger -> event1 -> event2 -> filter-> event3 etc.

    If you have multiple triggers executing at the same time (for example two interval triggers with the same interval), then the execution order between these is the insertion order to the track.

    Interval trigger 1 -> event1 -> event 2 -> ...
    Interval trigger 2 -> event3 -> event 4 -> ...

    In this example, if the interval trigger 1 has been placed first into the track, then in each interval tick, first the impulse chain starting from the interval trigger 1 is executed to the end, and then the interval trigger 2 chain is executed to the end.

    I recommend using only one impulse chain (execution path) when manipulating same set of objects with events. Two (or more) separate execution paths manipulating the same objects can get confusing unless you know what you are doing.
    Share this post

  4. #414

    Re: Trials Evolution - Guide to the Editor

    Thank you again for the vids. They will be very helpful.
    Share this post

  5. #415

    Re: Trials Evolution - Guide to the Editor

    Thanks for the rest of the videos, got some watching to do when I get home from work
    Share this post

  6. #416

    Re: Trials Evolution - Guide to the Editor

    Holy *#$! the rest of the videos all in one go!!!
    Share this post

  7. #417

    Re: Trials Evolution - Guide to the Editor

    There should been an option to copy objects to the center of all 4 lanes in the editor.
    Wouldend that make supercross building 4 times faster.
    Share this post

  8. #418

    Re: Trials Evolution - Guide to the Editor

    I'm quite confused by the Supercross checkpoint... It says that the checkpoints that come after the curve will acknowledge and judge the distance in the lanes... But isn't that only useful if all 4 riders crash? Because it seems that at the starting checkpoint, everyone will start inline. So if the track has a few curves later on and no one crashes, then surely the outside lane rider will be at a disadvantage?

    Edit: I just thought! Unless the Final checkpoint / Finish line judges the entire lane lengths, therefore if the track has curved, all finish lines will be at different places for all the riders?
    Share this post

  9. #419

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by carano
    I'm quite confused by the Supercross checkpoint... It says that the checkpoints that come after the curve will acknowledge and judge the distance in the lanes... But isn't that only useful if all 4 riders crash? Because it seems that at the starting checkpoint, everyone will start inline. So if the track has a few curves later on and no one crashes, then surely the outside lane rider will be at a disadvantage?
    No worries. All lanes are equal. It compensates for extra distance by believe) making the riders on the outer lanes go slightly faster on turns.
    Share this post

  10. #420

    Re: Trials Evolution - Guide to the Editor

    Originally Posted by bobozilla
    Originally Posted by carano
    I'm quite confused by the Supercross checkpoint... It says that the checkpoints that come after the curve will acknowledge and judge the distance in the lanes... But isn't that only useful if all 4 riders crash? Because it seems that at the starting checkpoint, everyone will start inline. So if the track has a few curves later on and no one crashes, then surely the outside lane rider will be at a disadvantage?
    No worries. All lanes are equal. It compensates for extra distance by believe) making the riders on the outer lanes go slightly faster on turns.
    Oh. I had an idea and edited my last post, which would make sense, so I hope it's like I said, rather than people getting random speed boost.
    Share this post