That's good to knowOriginally Posted by jenkkiAnd WOW!! You really have given us a game creation tool
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The last few videos were probably the best, thanks to all involved!
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.
Thank you again for the vids. They will be very helpful.![]()
Thanks for the rest of the videos, got some watching to do when I get home from work![]()
Holy *#$! the rest of the videos all in one go!!!
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.
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?
No worries. All lanes are equal. It compensates for extra distance byOriginally Posted by caranobelieve) 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.Originally Posted by bobozilla![]()