thought about that too, probably the easiest fix
Nice! I knew there would be someway to tweak my codeOriginally Posted by nannerdw![]()
I'd be interested in seeing some tutorial requests coming in tbh. What do the community want a tutorial for? I'm happy to do any simple things to save people like Luthanick and nanner for the more time consuming advanced stuff that I dont understand. So any kind of request can be catered for from a simple rotational physics joint to building a supercomputer ( at least it sounds like you guys could do that!).
So, people of Trials, what do you want to see?
Send me a PM with your email and gamertag.Originally Posted by James24993
@Barry... good idea for the requests. I am going to search through the threads here and see if there are some recurring problems that people seem to keep having.
+1000Originally Posted by Barrybarfly
OPE's seem to be a popular problem, but we already have a global ope tutorial. And I often see complex example lifts in tracks which is why I added the lift tutorial. So even if its just something we see in tracks a lot we should add a tutorial for it imo. Some people may not post on the forums but read them and others may feel embarrassed about posting asking how to do an effect event or something when we have such technical stuff being done by some of the guys in the thread.
But I remember when I started out editing (which was in evo) and I had some real simple questions I needed answers to. I'm sure others are still stuck in that position at the moment so I dont think anyone should be ashamed to ask for any tutorial at all. In theory, the templates could even be used for making a curved driving line or increasing the size of a hill/surface and things like that. So ask away!
I just tried this out. The interval trigger IS needed, but only for 1 tick so you can't press LB at the start. Your addition is still implemented.Originally Posted by bobozilla![]()
I thought I had found a way to prevent the switch between checkpoints code from adding to the fault counter, but it turns out my "Extra-Buttons" option had just gotten re-enabled in the editor. Oh well, I don't pay any attention to the faults in testing anyway.
Originally Posted by nannerdwYea it re-enables every time you restart the editor. I don't think there's any way to skip CP's without adding faults.
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Turn off the reset physics toggle on the reset to checkpoint player event. just tried it. no faults when switching.