1. #601
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    ARGH, google changed the font style to a bad-to-read font style!
    Yeah, the Arial font is larger.
    I noticed that all of the letter "X"s that I placed inside checkboxes have shifted to the right by the width of a full character.
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  2. #602
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    I've just got an idea if someone could make a Trials Evolution Editor Manual PDF where everything describes how to use the snap tool, OPE, Vectors etc and also has tutorials how to make rider snapshots with the "On screen" feature etc and also includes images to visualize it better.

    This would be great to hand out to people who has no experience about the editor, also for other communities. Everyone would be much better improved instead sharing junk skill games!
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  3. #603
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    sounds good blaster, im working on some vector tutorials, im in the process of working out the best way to explain it

    also what do you mean by 'make rider snapshot with the "On screen" feature'?
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  4. #604

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser
    sounds good blaster, im working on some vector tutorials, im in the process of working out the best way to explain it

    also what do you mean by 'make rider snapshot with the "On screen" feature'?
    a vector is a big chain of vds and each one has a reference number tied to it (the index), changing the index changes the vds it looks at
    the set vector event allows you to change the value of the vds coresponding with the current index and you can get the vds value with the get vector datasource

    so basicly a big storage for vds

    also you could add some boxes like [vds1][vds2][vds3]....[vdsn]
    then some arrows pointing towards the boxes from the word index with 0 ,1 ,2,3,..n-1
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  5. #605
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by sparkierjonesz
    from the word index
    lol good job its not a quad

    its the explanation that's tough, if you've never seen/heard/smelt/used an array how can you describe it?

    i thought about a line of part bins, compared it to a spreadsheet row, meh i'll figure out a clean accurate way to describe, unless you want to take up the mantle
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  6. #606

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser
    Originally Posted by sparkierjonesz
    from the word index
    lol good job its not a quad

    its the explanation that's tough, if you've never seen/heard/smelt/used an array how can you describe it?

    i thought about a line of part bins, compared it to a spreadsheet row, meh i'll figure out a clean accurate way to describe, unless you want to take up the mantle
    not really most of the time people will get more confused if i try to explain them

    i just described how they explained me arrays, but probably not as good as they explained

    or maybe try to explain it as a storage room with a bunch of lockers each with its own number
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  7. #607
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser
    also what do you mean by 'make rider snapshot with the "On screen" feature'?
    That is I figured how how I want to make a screenshot where the rider maybe is on a big stone/ ramp where it isn't the start point. How you do that is:
    OIDS "On screen" and use a filter to check if an object, that wouldn't be seen normally playing the track, is on screen. If it's true, then teleport the rider where you want him or whatever you want to do. It works because OIDS also monitors the editor camera's view, so, just move the editor camera to the object and press "back" when you're taking a snapshot before uploading, then the rider would teleport to that desired place and you can take the snapshot with the rider on a different place.

    I'll maybe do a tutorial for that.
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  8. #608
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    Originally Posted by dasraiser
    also what do you mean by 'make rider snapshot with the "On screen" feature'?
    That is I figured how how I want to make a screenshot where the rider maybe is on a big stone/ ramp where it isn't the start point. How you do that is:
    OIDS "On screen" and use a filter to check if an object, that wouldn't be seen normally playing the track, is on screen. If it's true, then teleport the rider where you want him or whatever you want to do. It works because OIDS also monitors the editor camera's view, so, just move the editor camera to the object and press "back" when you're taking a snapshot before uploading, then the rider would teleport to that desired place and you can take the snapshot with the rider on a different place.

    I'll maybe do a tutorial for that.
    genius blaster, very neat way to transport the player with no worries about cheating
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  9. #609
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser
    genius blaster, very neat way to transport the player with no worries about cheating
    thanks

    I just got this when I was building "Buccaneer Isle", because most enemy's gun activates when the it's is on screen, and in the editor they're always activated when they got into the editor camera's view.
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  10. #610
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Created a new tutorial: Creating a Custom Placed Rider Snapshot
    This tutorial is useful if you want the rider at some point like in the air etc for a track snapshot.
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