I was wondering if anyone could help me. I have a platform which is being moved by an OPE and the rider will be riding on the platform. My problem is that I have a few checkpoints in which the platform will pass through, if I was to fault after one of them, I don't know how to get the platform to start at these certain checkpoints rather than from its original position at the start. Any help will be greatly appreciated if anyone knows how I could achieve this.
Area trigger at each checkpoint with reset in checkpoint restart enabled- on hit, state event on- global OPE the platform.
Also, you may find it better to use a physics joint to move objetcs that will move while the rider is in contact with them.![]()
Thank you, that worked but I couldn't get the platform moving for a second time after a checkpoint restart even though all triggers were set up correctly.Originally Posted by apdenton1
Surprisingly it worked perfectly the way I had it set up with the OPE, although the platform was going pretty slow which may be the reason. I tried doing it with sliders but all the glued parts of the platform were getting stuck on what it was suppose to be moving on so I gave up, OPE just goes straight through themOriginally Posted by Barrybarfly.
Thanks to the both of you for the help. I think I am just going to have another platform at each checkpoint and once the original gets to them then you can just hop off and onto the next one, not what I really wanted but it will do since things aren't going the way I wanted.
I had an idea of having a copy platform at each checkpoint invisible and once the first one reaches the checkpoints then it will go invisible and the copy will become visible, all without noticing if it worked but I had to select each individual glued part (too many) to make visible and invisible, I couldn't be bothered to do that. May try a test to see if that will work if not will go back to having 2 platforms.
EDIT: Seems to be working perfectly with the visible - invisible test, will be more time consuming but I'll stick with this as it works.
Make the part it moves on decoration only and/or set the physics joint to disable collisions. Just for future reference.Originally Posted by Dr4gOnsFuRy![]()
Oh wow, I am pretty thick, can't believe I never even thought of that. Doh!Originally Posted by Barrybarfly
Its amzing how we miss really simple things sometimes when we're caught up in the editor. I refuse to admit to some of my "DOH" moments! lol
Lol I know what you mean, I've had way too many. Simple things with simple solutions that I only realise when its too late or maybe not realise at all.Originally Posted by Barrybarfly
if you want to do it how I said you have to use individual OPE setups for each checkpoint, sorry I should have been clearer.
Have the first time you arrive at this platform the way you always had it- from on end to the other, but for each checkpoint youll need to set up an individual OPE with the neccesary co-ordinates etc. There is probably a better way than this though, I haven't thought about it much.
Yeah I set up another OPE at the checkpoint but for some reason it wasn't making the platform move, I may have left something out, I don't knowOriginally Posted by apdenton1. I will try it one more time because the way I am doing it works well but is taking forever having to select each individual part numerous times for going invisible and visible at each checkpoint. Thanks for your help once again, very much appreciated.