hi, i spent a fair few hours building a track, saving it every 30 mins, i got the track nearly finished and was polishing just before sharing it. It was a skill game using the bailout to blow up 5 barrels then move on to the next level. it was 10 lvls long and i spent maybe 20hrs + making it.
The bug is when i setup the main game camera to change the FOV from 57 to 90 when the player bails, it works but as soon as you save your track and try to reload it corrupts... i lost the track and it says "unable to load track" when i try to open it... i made a test track to see if it was te camera fov that caused this and it was!! if you setup your game camera to increase the field of view on bailout it corrupts your track file and you cant open it.. i was angry for days after i found this out and lost my 20hrs..
i found a bug aswell. i had copied a glue group (a spaceship!) and then deleted one of two rocket fire effects and attempted to change the remaining rocket into a variation 2. it crashed my xbox!
i only lost 5 hours work (only sigh) that'll teach me to save often.
anyhow i did all the work again and on a suspicion saved before attempting to change the variation of the rocket and hey presto it crashed again. i got around it by putting a new rocket into the glue group.
to be fair its a 2 player spaceship battle (an ode to Gravitation the old net yaroze classic) and the code for each ship is more than 100 chips, lol i constantly have red writing in the top right corner. anyone got any tips on very large chipsets? (trigger and event chain i dont know? whats the correct term for a lot of events and triggers together?)
Please can you provide more details on how you were changing the FOV. Were you using a Player Event, a State Event with a Curve data source, a Set Value Event with a Variable data source, or some other method?
We have tried these methods here and had no problems.
We just reproduced the rocket fire effect bug, so thanks for the report on that one!
I've noticed a minor bug. If I have a checkpoint setup to trigger a state event that turns on an non-enabled event,data source or sound source and I move the checkpoint, everything that was non-enabled is now enabled again and I have to go back and uncheck the enabled box.
Like I said it's a minor issue, but it is a little annoying sometimes. Especially when you have the checkpoint tied to numerous things
I can't believe I missed this in the editor tutorials, but the first track I made didn't utilize it.Originally Posted by BORG1OF1
Use events to trigger the next event. I was using Impulse Splitters like they were going out of style, just everywhere.
Like if you have an impulse that is supposed to activate 6 things, string it along from event to event.
Now the track I'm working on is more clean, which is a track building must.
I did this too for my first 2 maps LOL, seems silly now cus i did watch the tutorials multiple times before i even got the game but apparently just blanked that part LMAOOriginally Posted by IFTHISTHENTHAT
I can reproduce this every time.. heres what i do..Originally Posted by katamariUK
start by creating a player condition filter and set it on "bail out" followed by a "interval trigger" set on 1tick intervals and wire that to the the player condition filter...
Next create 2 "set value events" and a "variable data source" - leave the variable data source defaulted and wire it up to the (blue) main game cameras FOV value.. then have both of the set value events on "set" and have one on 57 and the other on 90 and wire them both to the variable data source..
Next click back into the player condition filter and select the "57 set value " for false and the "90 set value" for true.
now save the track and backout of the editor, now reload the editor and try to open the track you saved.. it will throw a error message saying "unable to open track"..
sorry if thats confusing! lol its was hard to try to explain how i set it up