Originally Posted by bobozillathere is a much nicer way to say that I'm sure.
Getting back on track here...Does anyone want any more OPE examples? I have a couple in mind, but I don't know if we need them now. One is with global OPE to make objects travel relative to the rider, and the other is using OPE to clone physics for use outside the physics bubble.
If anyone is interested in these I'll put them up.
Also, I have the basic logic for project spin in the physics folder now, but I need to add a picture of the bike and attached objects to show where everything goes to. Also, I'm missing the part that makes the bike snap back into line after the spin finishes. Collabs should be able to see the file I think.
The OPE Physics one would be a nice add, but the other one sounds like the "Have an Object Follow the Rider/Bike/Custom Character Using OPE" I put up last week. If your's has X/Y/Z rotation then I could just include that in mine.![]()
Thanks for the help last night Luthanick, can't believe I didn't tie the OPE to anything
Now I need to swap the controls around, is there a video/tutorial for this?
It's already up, I just got to make it public. It's in the upper right hand portion of the Project Spin logic. I'll highlight the part you need. Part of what is connected to it is just to automate the swap when you spin past 90 degrees, but you can ignore that and connect it to the circuit you already have. (i.e. probably can grab an impulse from that splitter to set off the swapping.)Originally Posted by JaminBen007
It's in the Physics folder. Should be visible now. not quite finished yet, but the part you want is![]()
Thanks mate, do you want me to print it off so you can hide it again or are you not fussed?
Looks complicated, hopefully it won't be that bad when I try and connect it all.
The spin I have at the moment is fine while I finish the rest of the PoP track, but later on I'd prefer to remove the physics on/off section as I don't like the idea of freezing the bike in the air while it rotates, I'd rather it kept momentum like in Project Spin. Is this as simple as removing the physics on/off section?
Re. Freezing bike/rider at checkpoint.
Without seeming silly, Should there be some sort of delay or filter or something between the checkpoint triggering and the freezing happening?
I ask because I linked it to a checkpoint on a hill (for obvious reasons) but when I run the track and pass said checkpoint, the bike/rider momentarily freezes.
Do I need a area trigger just after the checkpoint to activate it when I've passed so it will work once I've passed it if I fault?
Don't know if I've explained things here correctly...
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I had that issue and I had forgotten to check something but I cant remember what it was. But that shouldnt happen as its set up, YOU have made a mistake the same way I did! I wish I could remember what I screwed up so I could tell you! But double check everything you've set up because the tut does owrk I promise!Originally Posted by Cruelty976
Originally Posted by Barrybarfly
it could be the Reset on Checkpoint Restart on the VDS's.
It can stay up, all it needs is a picture so I can connect the lines to the objects on the bike.Originally Posted by JaminBen007
To change to dynamic spins (physics on spins) you would need to do the logic on that diagram and erase all the logic you have at the moment. It's a completely different setup, but hopefully once I put a picture in it won't be that awful to put together. almost everything in there is doubled to do the banking as well. The spins themselves only need about half of what is there.
das and barry, if you can figure out what it was that you forgot can you put a note on the tutorial for others to avoid the same thing. It sounds like the VDS is not working correct for you, as that is the thing that prevents the freezing on the first go by the cp.