I'm 90% complete making a new level where the game character changes halfway through and gains an afterburner for the last 1/4 of the level, but I'm trying to stop the player from flying too high and would like the character to break apart and the level to end without a medal if this happens but so far any bike break or break events only effect the bike and rider when he reappeares in the last part of the level, can you guys give me some guidance as to where I'm going wrong?
I've no idea on how to help, but I imagine anybody that could help would need MUCH more detail than that, just a suggestion.
What I'd do is have an object info data source to measure the Y co-ordinate of the game character, and set this to a generic filter so that if it's greater than a value set by you, it sends an impulse to an impulse splitter. What I don't know is what you'd need to send that impulse to from there.![]()
I don't think it's possible for the game to end without awarding a bronze medal, but you could have this make the rider fault, so you get taken back to an earlier checkpoint and have a fault added to the fault counter just like any other death (assuming you play as the rider in the track).
I think i've got it figured out other than the deconstruction part anyways, can anyone tell me how to break apart a glue group with a trigger? glue group attaches to bike with a point to point pivot which detatches when the trigger is hit, dropping the custom character like a stone. trigger also makes the rider visible again and bailout but leaves the bike invisible. any help is appreciated greatly
thanks to you two ^^^ too, once I get it figured out properly I'll try and post how I did it incase anyone else comes over the same problem.
unfortunately you can not break a glue group, however if you create your own local coordinate system; and as OPE can point to many objects, not just the one, you can make it look like a glue, that is if you are using OPE, if not maybe make a dummy that behaves the same as the glue, then physics that to the bike and spy on it with position info (xyz/angles) and pass this to the OPE fake glue, this way when you disable the OPE you can use many OPEs to break them apart or enable physics on each object so they fall away.
Thanks for the info dasraiser, but now you've told me that I think I'll leave it as is just now, as I'm planning on making a few levels to feature various incarnations of this custom character, and from what you said I'm thinking of using this method in a later level but have the character assemble around the bike and rider during the ride. thanks again for your insights and I'll post over in the tracks thread once i'm happy with the level and hopefully within the first couple of checkpoints you'll see what I'm planning on doing with the advice![]()
If you still want a sort of death animation you could have an explosive effect follow the character and have it trigger when he gets to high.Originally Posted by GETHSEMANE![]()
track is up! link to my tracks thread >>> http://www.redlynxgame.com/forum/vie...t=9984#p152260