1. #11

    Re: Wheelie Skill game help wanted.

    i'm also having problems getting the comparison filter to activate the set value event, which makes me think it might be a bug rather than a mistake in the logic.

    try connecting the filter to an impulse generator that sends out a single impulse when it receives one, and connecting that impulse generator to the set value event.

    it probably wont work, but its simple enough to be worth a go
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  2. #12

    Re: Wheelie Skill game help wanted.

    Originally Posted by Reaper392
    i'm also having problems getting the comparison filter to activate the set value event, which makes me think it might be a bug rather than a mistake in the logic.

    try connecting the filter to an impulse generator that sends out a single impulse when it receives one, and connecting that impulse generator to the set value event.

    it probably wont work, but its simple enough to be worth a go
    It doesn't work with single tick impulse generator either, but the start of this chain does work with set, increase etc. under the same conditions. Going to try hooking up my logic box to the initial thing to see what happens.
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  3. #13

    Re: Wheelie Skill game help wanted.

    Well, I know I'm doing something wrong. i need an impulse going into the filter first, before it will send one out, no matter the state. Tutorials are your friend

    Would finish it now, but..... to drinking!
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  4. #14
    sipe's Avatar Trials Developer
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    Re: Wheelie Skill game help wanted.

    Originally Posted by pzrtak


    That's the image of what's going on. The last variable on the right won't update.
    Maybe because there is no impulse going into your generic filter. Generic filter passes or kill impulses based on comparison. It doesn't generate impulses at all. (Red line = impulse)
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  5. #15

    Re: Wheelie Skill game help wanted.

    Have you got an impulse pumping through the true filter?

    I just attempted this and I have it working quite well.. I would show you , but im not sure theres a way to share editable track (see my thread with 0 replies for that).

    I havnt shared this yet , there is another problem, you can kinda pop a wheelie and have the rear mud guard stabalise you as you drive pointing to the sky across the map. What ways to negate this?
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  6. #16

    Wheelie Skill game help wanted.

    My last post I knew I'd got the lack of impulse wrong. Out now, so can't fix, but when home will have a look. However, with a static impulse, the last variable still wasn't working.

    As to fender slide, and endos, it just requires more filters to remove those non-wheelie moments.

    Should we create a thread to put "machines" like these for people to find and use easily?

    This can actually be used for many conditional distance events:

    Stay on the ground.
    Keep in the air.
    Endo as long as poss.
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  7. #17

    Re: Wheelie Skill game help wanted.

    I shared my version of this kinda setup .. "100m Wheelie". It works very nicely.
    (Though a bit of cleanup on the end 100m data value when passing the finish line is needed.)

    Let me know if you wanna know how I set it up.
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  8. #18

    Re: Wheelie Skill game help wanted.

    Originally Posted by SmokestormX
    I shared my version of this kinda setup .. "100m Wheelie". It works very nicely.
    (Though a bit of cleanup on the end 100m data value when passing the finish line is needed.)

    Let me know if you wanna know how I set it up.
    Thanks, but got home, added the impulse before the filter, and now it works a-ok. Now to actually build a wheelie track

    Edit: Awesome help guys. There's now a very easy way to set up these sort of things.



    Again, I ask, is there a reception for a sticky including commonly requested (hey, this might be requested), yet complicated processes/machines/whatever in the level editor area? or should we leave the "might have been" editors in agony of these things?
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  9. #19

    Re: Wheelie Skill game help wanted.

    Just doing some refinements now to ensure the system works exactly how I want it to, and there were a couple of issues people foresaw, and just going to say how I've sorted them.

    In terms of fender slide, I set the event to finish if there is a crash, bailout, or the main body of the bike touches the ground.

    To prevent someone reversing to gain more wheelie, it's a whole lot of filters and self referential checking ( I'm sure there are more efficient ways of doing what I'm doing, but that's the joy of these things.)

    A filter checks if the GameDistance is greater than the MaxGameDistance (essentially how far you have gone at most so far), and if that is true, then the MaxGameDistance is overwritten with the current GameDistance.

    Then, another filter checks exactly the same thing, but this one is in the string of FrontWheelOffGround and RearWheelOnGround filters. This means that to gain more wheelie score, your front wheel has to be off the ground, your rear wheel must be on the ground, and you have to be further along the line than you have been before.
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  10. #20

    Re: Wheelie Skill game help wanted.

    I prevented the fender slide by checking the Bikes Z rotation. If it was over under 60 degrees (the fender slide position) it would increase a counter , and if this counter got to 3 it would cause a bailout.

    You can try my track by searching by creator "SmokestormX"
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