1. #1

    Checkpoints for non-Bike/Rider course?

    Is it possible to use checkpoints on a non-Bike/Rider course?

    I have a course set up to use the Chromeball with left-stick movement and right-stick camera control working very well. As it stands, however, it would suck to have to restart the entire course every time you fault - I have found a mediocre workaround, but I'm hoping someone might be able to tell me if it's possible to use an actual checkpoint for this, or if I will need to keep using the workaround.

    For those curious about the workaround: I'm using a Reset Checkpoint event to reset physics and increment the fault counter, then using a delayed impulse that ignores the checkpoint reset and moves the ball to a dummy object that serves as the virtual checkpoint's spawn point.

    On a completely unrelated note, is it possible to display prompts to the user, e.g. "Press (A) to use inverted camera controls, or (B) to continue with the default controls."? This would be a nice feature to add to my track. 'll admit that I haven't even looked into this, so forgive me if it's a trivial question)
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  2. #2

    Re: Checkpoints for non-Bike/Rider course?

    What if you used an area trigger as your virtual checkpoint, each trigger should have a Set Value event all tied into a variable date source. So as you hit each one it updates your 'checkpoint number'.

    Now it seems you can die on your course, presumably from say falling? Lets go with falling for now. Use area triggers again to cover any are you can fall, maybe hit triggers if something hits you all of which will send an impulse signifying death.

    Now take a Player Event, set it to Reset to Checkpoint, For the Checkpoint Index use Pick Value Object on you Variable Data Source from earlier. Link your death triggers to the Player event.

    So now when your ball dies by tripping your triggers, it with reset the rider to the checkpoint number that was last selected by your virtual checkpoints.

    Final step is to use that checkpoints activation impulse to select the right coordinates for your ball to be Object Position Evented to and to activate the camera and controls etc. I'm confident you can get that part sorted yourself given that you got the camera to work, I know from personal experience that it wasn't simple.

    At this point you are all set, if you've just been through checkpoint 3 with your ball, your VDS reads '3' (might be 4, does it count the start checkpoint for the rider?) you fall off and die by hitting a trigger, it sends your rider to checkpoint 3 which instantly sends your ball to virtual checkpoint 3.
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  3. #3

    Re: Checkpoints for non-Bike/Rider course?

    That pretty much describes exactly how I'm doing it at the moment - which works, but takes quite a bit of legwork for every 'fail' point (fortunately I only need one set of logic markers for each virtual checkpoint), but it's a little wonky as the camera warps to the start before very quickly (<1 second) moving to wherever the ball has been moved.
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