Ah I see what you're doing now, I haven't done anything with Skill Games in mind so I was confused as to why you were talking about menu systems as it wouldn't really be of much use in a trials track. Nice job.Originally Posted by dasraiser
Hey oh wise ones...
Thanks for the freeze at checkpoint help. It works a treat now.
New question.
Is there a way to pause a trials track at the start until the accelerator is pressed.
Reason being I've added the option to alter some camera options with stick clicks but I want to be able to set options before timer starts.
Cruelty976
just added some optimising on Simple Freeze Rider on Checkpoint method 2 by state event on/off the buttons to stop spamming.
just hook to the start gate trigger an (*)SVE:Set:Value=1 target VDS:Freeze and pass impulse to the State Event:OnOriginally Posted by Cruelty976,edited: was GF but need to bypass the GF
edit: (*) or just hook start gate to SE:On and make VDS:Freeze Value=1 from the outset.
sorry... I need more...
I follow it up to the word freeze, but freeze what, how does this stop the timer?
Also what is GF?
Originally Posted by Cruelty976
oh this doesn't stop the timer, i don't think you can, this just freezes rider/bike on checkpoint until a button is pressed, if you only want accelerate pressed, make your own SE:On (targeted by the start gate) just for that button and set the VDS used for freeze to 1.
edit: Unless your making a skill game, then just subtract any pause time from the main game time and make that your main scoring timer.
Oh...
I wanted the timer to wait at 00:00.000 until the player pressed accelerate.
I have set up some optional camera alterations on the right stick and didn't want things to start until the player had adjusted things.
yep the only option is making it a skill game I'm afraid to say.Originally Posted by Cruelty976
edit: or fix the amount of time at the start so the play can not move, that way everybody gets the same time penalty.
Bugger...
I'll look into converting it to a skill game then...![]()
Right... I've done some serious working and converted to a skill game.
It's almost complete...
I've got primary and secondary scores set up.
All I need is a string to end game if 5 faults are accumulated.
I've bodged a sequence together but it won't end the game.
I've got. ... faults > vds > comp 1 generic filter equals (comp 2 = 5) > on true > end event enabled.
Do I need a trigger somewhere?
You need a trigger to send an impulse into the filter, may I suggest a player event trigger set to 'crash' (and perhaps another for 'bail out' just to be safe), that will activate the filter each crash, check the value, and then output the impulse to the end game if 5 faults has been reached.Originally Posted by Cruelty976
A filter needs an impulse to go into it before it will check the value and decide whether or not to output the impulse.