Have a look again at tute video #25: Data Sources. Goto 2:45.
As Shogun flicks through the Game Variable Data Sources which include your Rider Speed, Trigger Strengths, Stick Locations, Fire Value etc. And then he goes onto Object info Data Source. This includes object Location, Velocity and Angular Velocity on all X, Y and Z axis; these coupled with the Applied Force Should mean that you DO NOT need to make a physics bubble to accelerate the bike & rider to the speed previously - if you apply these values to the bike and rider, they should just "be there".
EDIT: Oh, I see someone already beat me to it...
Also, if you go back and have a look at vid #22: Bike & Rider Events (4:00), When Shogun looks at Reset To Driving Line, the bottom of the screen shows that if you hit Y button, you can pull the DL Index from a Data Source. This would effectively mean that we can drop the whole 'multiple check points in the same location but on different laps' thing along and just use the driving line index. There is only one thing that will make this a little tricks - mathematically anyway.
As the Driving Line Index is a 0 to 100 percent number (i.e. setting a value 82 being 82% of the way through the track), you need some basic maths to determine a percentage location with reference to overall track length. Length is easy if you just place a spline at the finish line, it has the length in metres from the first spline. Lets say track is 500M and the teleport is at 490M. You would need to do the following:
Object Position / Total Track Length * 100
490 / 500 * 100 = 98%
Do all this dynamically in game, save to a variable data source, then reference that from the Reset To Drive Line feature.
Forgive me for questioning the almighty but if you watch the Bike and Rider tute video again, why, with Reset Physics disabled, would the rider loose velocity? Wouldn't the velocity be an engine physics function? When the rider goes through and gets sent back during a bailout he keeps his velocity, why not when he is not bailed out?Originally Posted by pahapertti
Agreed. Probably better than the reset to checkpoint option.Originally Posted by AussieNufMan
Messy math not necessary. Just use the "Object Information" data source, with the "Drive Line Position" type (see video 22, at 4:14) to read the driveline position directly from an object you've placed at your target location. Then feed that value into the "Reset to Driveline" event.There is only one thing that will make this a little tricks - mathematically anyway.
<snip mathematics>
Yes, that was my feeling, too. That unchecking the "Reset Physics" would take care of this problem, and we wouldn't have to worry about this saving/applying momentum thing. I'd love to get confirmation.Originally Posted by AussieNufMan
But the thing is that the Reset To Drive Line is a percentage of whole track and the Object Info data source I think is distance from start in metres. So for a 1000m track, 1% is 10m from start point. If you are resetting to a point that is lets say 550m from start, you need to place '55' in the Drive line location - not the distance in metres, but the percentage of distance traveled between start and finish......Originally Posted by MegaTrain
....I think.....
Also, basic percentage maths like that isn't messy. Wait until you need to start using Trig in this thing!! Sin, Cos, Tan, Damn Etc... You could, if you wanted, make a FPS that operates a Howitzer that shoots a Mock up scientific calculator....That actually works!!
....Hehe.... I might do this just so I can enter 55378008, then use a trigger to turn the calculator upside down to spell BOOBLESS
Yes. Confirmation Please.....Originally Posted by MegaTrain
Well, less than 36hrs before we can know for sure, but I can't imagine they'd use different units, it would only make sense to be consistent within the editor. If conversion is necessary, then we can do it, but I'd be surprised if it was.Originally Posted by AussieNufMan
Didn't Shogun say that if you uncheck "reset physics" then once the rider bails he stays bailed? That could throw a spanner in the worksOriginally Posted by MegaTrain![]()
You don't need messy mathematics. Simply take your last spline point's and your spawn point's distance on the driving line. Then divide spawn point distance with last spline point distance and multiply by 100.Originally Posted by MegaTrain
Even with Reset Physics off it still gets rid of the bike velocity when you have not bailed out. It's of course not optimal, but that's the way it is. Who knows, maybe a possible future update could fix it.![]()
So we have found something that is not possible in the Evo editor?
That's it, Evo is only getting a 1 out of 10 from me!![]()
Heh, interesting dicussion
Player event reset to drivingline/checkpoint was not designed to work as a portal, but yeah, you could possible fake the behavior somehow. The main problem is that resetting always resets the bike in the ground, and the starting velocity is always zero (unless you have bailouted before).
What if you stopped the rider'/bike's physics then reset to CP, then reactivated rider/bike physics with momentum? Or would the CP reset nullify the rider/bike momentum anyway?Originally Posted by Johannes