YES! Here's the vid he's talking about:Originally Posted by purefuzz
http://www.youtube.com/watch?v=ifeam2iYy34
Since it appears that you can use a trigger/event to re-locate the rider to any checkpoint, or even an arbitrary point on the driveline, then I think PUREFUZZ might be right. And I'm not even sure you would need custom endings, if you are tricky enough, you could even join the paths back together (split the track in the middle, and then join the paths back together near the end). Here's how that might work:
[list:khz8xtxo]
[*:khz8xtxo]Start the track, and lay a checkpoint, lets call it "A1" where you want the split to occur. Create your first path until you get to the point where you want the two paths to meet back up. Create a "Player Event" at that point, we will do a "Reset to Checkpoint" (with "Reset Physics" unchecked) to checkpoint "Z", which we'll create in a moment.[/*:m:khz8xtxo]
[*:khz8xtxo]Now loop the driving line back to the point where the split occured. The rider will never actually drive this portion of the line, so this shouldn't need any checkpoints and doesn't even need to be driveable.[/*:m:khz8xtxo]
[*:khz8xtxo]Line the looped path back up with the original drive line, right up to the "split" point. Place another checkpoint at the exact same spot (maybe on the other side of the line, for a nice "double checkpoint" look). Let's call that one "A2". Now create the second fork of your path that wanders a different direction, but meets up with the first path where you placed the "Reset to Checkpoint" event. Place a checkpoint, let's call it "Z".[/*:m:khz8xtxo][/list:u:khz8xtxo]
Now we make it work:
[list:khz8xtxo]
[*:khz8xtxo] At the initial double checkpoint (A1), you will need another "Reset to Checkpoint" event. This should jump the rider to checkpoint A2 (which is at the exact same physical location, so it won't look like the bike has moved). This is the event that you will enable/disable based on whatever priors you want (triggers, broken glass, maybe a timer that flips back and forth?).[/*:m:khz8xtxo]
[*:khz8xtxo]If the rider takes the first path (A1, and doesn't jump ahead to A2), then you'll need to activate the Reset to Checkpoint event we created where the two paths meet back up. That Reset to Checkpoint event will jump the rider to checkpoint Z, which (because its in the same physical location), it won't appear that the rider has skipped, even though we know the rider just bypassed a huge portion of the looping track.[/*:m:khz8xtxo][/list:u:khz8xtxo]
I'm sure there are other complexities here, we might have to enable/disable other events so they don't trigger when the rider is on the wrong path. I'm sure it'll take a lot of testing, as well, to make it look smooth so it doesn't look like the rider is skipping.
Wow, tons of possibilities here. Instead of a rider trigger, I can envision a "stoplight" effect, based on a timer, perhaps, that "lights up" two (or more??) different paths, and the rider will go through whichever doorway is lit up.
I'm glad it made some sense although you explained it better MegaTrain.
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I reckon you'd see a bit off a 'jump' when the rider transitions between lines but i'm sure it could be disguised with some smoke or an explosion in the foreground. I can't wait to play around with the editor and see how it works out. It's gunna drag till wednesday![]()
I kept saying to myself, how would you get a second drive line...Originally Posted by MegaTrain
Then I reread your post and saw what I missed.
This game just doesn't stop.
Good work figuring that out.![]()
Yeah. I get it. An over simplified version is like looping on an oval track. Lets say you set enough drive line to,do 3 laps but the player only appears to do 2 laps. Therefore, with a highly accurate use of the Player Relocate feature, you can make the players lap 2 the physical lap 2 or 3 depending on what events get triggered. And because it would be on physically different lines, you can make bends etc wherever you like.
I think this could be very interesting. To pull it off properly would need some fairly good build skill.
we still havent seen the Advanced Checkpoints vid. im not getting my hopes up but there could be a way of geniunely splitting the line, perhaps using the spline point properties menu.
maybe you could set it so that if you take an upper path, it would curve a different way to the lower path, seems very unlikely though.
Hey Will (and others)
I jotted some stuff down on paper after my last post and the more I think about it, the easier it seems. Megatrain has it right.
I sought of had to think about an existing track to wrap my head around it properly. Lets take good old Groundhog Begins and Groundhog Returns. We all know that when playing either of these tracks, you can see the other track and visa-versa. Keep that in mind.
Figure your start and finish points: We want the true start and finish (where player will ALWAYS start and finish) to be on groundhog returns.
Drive Line: The start is Groundhog returns. The line goes straight like always to the end of GH Returns. However, after where you can see the finish line, you loop the drive line back to the same start on GH returns. continue the line straight however this time, when the line reaches the first checkpoint, curve it left and onto what would be the normal line if your were playing GH Begins. The line then continues straight until you reach the highest point in the track (where there are steel plates on concrete pipes ontop of 3 containers). At this point, the drive line curves back right and lays directly on top of the existing line placed through GH Returns BEFORE the last checkpoint on GH Returns. This will then go to the point where you can see the finish line with the difference being that this is where the drive line finishes.
If you were to play the track here, you would do it as a complete track. Effectively playing both GH tracks.
Figure out your trigger: In this case, if the player does not get enough air to clear the first 'jump' properly and lands on the container or steel plate bit before checkpoint 1 the 'track switch' event occurs.
Event 1. As the player goes through checkpoint 1, if they did NOT trigger the event, they continue straight on the drive line like always to what is normally final checkpoint On GH Returns. At this point, they go through a Bike & Rider event that would transport them forward through the drive line to the last Actual checkpoint that is in the same identical place. This would then give the appearance that nothing has happened as the player has been transported to the same physical location in the 3D world.
Event 2. If the player DID trigger the event, the same thing would happen as in event 1, however it would be on the first checkpoint as oppose to the last. This will result in the player 'appearing' to take a different line but in reality, they have been transported forward on the same line - it just happens that the same line is in the same location but leads to a different place. Also, because the player is transported to the 'second lap', there is no need to do the event on the last checkpoint as the player is already at the destination.
For all this to work, LOOK right, FEEL right and PLAY right, the spline points need to be done right. Have a look again at the spline and checkpoint video. Go to about 2:30. http://www.youtube.com/watch?v=HMfI6TfKX7c If you watch the bike closely, you can see it move slightly when Shogun extends the curve making it smoother. This would need to be taken into account or those of use who are a bit picky about Trials (SharpieSniffer) would see the rider position 'pop' just that little bit and would see it as a flaw.
The other thing is the checkpoint locations. The two 'first' checkpoints and the two 'last' checkpoints need to be in the same identical locations to prevent and player 'popping' so that when you transport player to checkpoint number so-and-so, the disappear and reappear happen at same world locations instantly.
I think this makes sense......
I just don't see how you can have 2 checkpoints occupying the same point in the map and the game tell the difference which checkpoint you are passing through.
there could be one path set as the default one and one that is triggered to be in use using an event trigger, railway style.Originally Posted by EuphoricFusion
thats the only i could see it and like i said, it seems unlikely.
Euphoric: We can Because they are different checkpoints. Because we can now curve tracks, it gives the ability to make a round track that repeats. However, you need a start and end to the track so in reality, it is not a round track. It just loops a few times over the top of itself before going to the end. I dont think you will be able to count five laps of an oval circuit however, if you loop the drive line five times, then have it end, the player will have the same 'feel' as if they did a 'counted' 5 laps.
If you watch the spline and checkpoint video again you can see that when a checkpoint is spawned/copied, it is associated to the track. Therefore, if you have a circular track, you can have checkpoints at the same place however they are only active on that part of the track you are on. Think more of a checkpoint being at a certain number of metres from the start. If 1 lap is exactly 1000metres. you can have a checkpoint on laps 1 through 5 all at the 800metre point in the track. Therefore, there would physically be 5 checkpoints at 800, 1800, 2800, 3800 and 4800m. Visually, there will be 5 checkpoints on top of each other however only the one associated with your current distance from start will be triggered. With clever use or triggers, you should be able to make the 'other' checkpoints invisible or something so that you wont have the issue of unwanted objects at unwanted times.
It all depends on the toggle states available for checkpoints.Originally Posted by WILLYUMZ
If you can toggle if it's active, if you can toggle the number in sequence the checkpoint is and toggle it's visibility.
If you can toggle it's activity then that would overcome the game differentiating the checkpoints.
If we can edit it's numbers in sequence then you could use event to set to the right checkpoint when on the alternate line.
And toggling it's visibility would overcome the mess of 2 checkpoints in the same space on the map.
A lot of ifs.