Okej, So my problem here is that when i hit a coin i can hit it again, its a little boring when i/u can get unlimited score, right?
I use hit triggers and visible event for each coin ( hit trigger set to instance )
And coins set to no contact response.
Any ideas why i can still hit the coin and get score after hit even when its invisible ?
Set the hit triggers to 'disable after hit' and uncheck 'reset at checkpoint restart'
Were already checked but did uncheck Restart at checkpoint. If that was necassary.
I can still double hit them and hit them after hit also :S
hi
if your looking at hitting several coins with the one hit trigger, set the coins physics to decoration only along with the invisible (nice method btwand that should work.
good idea, also uncheck 'reset at checkpoint restart' on all score variable data sources so if/when 'b' is pressed you get to keep your scoreOriginally Posted by Lukeyy19, there are also 'reset at checkpoint restart' in the invisibility event too as well as most others.
edit: do you have the DLC?
If i set the coins to decoration will they still rotate or will i be forced to use animation and use regular triggers ?
I'm only using one hit trigger connected to one variation data... and the hit trigger set to object type.
yes this track only uses the dlc stuff exept events and triggers ofc.
And also, i'm only using secret checkpoints after completing a bonus stage.
i was thinking you had the DLC, if you set it to decoration only when you hit the object it should only trigger the hit target once, however as your using one hit trigger per coin then doing as Lukeyy19 said should do the trick.
if you do have the DLC and you're placing lots of coins, you can do all the hit detection with a singe hit trigger along with some area zone testing (sort of: driving line position divided (integer) by total coins) to get the index for the correct vector data source
if "No Contact Response" is working as stated , it sends impulses when hit and acts more like the area trigger than custom collision, as in you can drive through the area trigger.
Or i delete every hit triggers and event, data source connected to the coins and start over.
Easiest way for me, i've made alot of tracks, but skill games... **** me haha
So if anyone could explain this the most easy way possible, step by step, rom by rom if so.
And i will get this done! With rotational coins haha =D i dont like using data sources and vectors ect, to complicated, but somethings i understand with dem. Its time to learn something!
no need to delete what you've done, sounds like your doing it right, hit trigger set to hit once and pass the impulse to your visibility event and then on to your score code.
spinning is fairly simple:
Interval trigger at 1 tick passed to an OPE with one of the Yaw/Pitch/Bank pointing to a curved data source that's looping 0 to 359 degrees, make sure to uncheck position and make the rotation local, then target all coins.
also the trigger will still activate with the coin spinning as long as the object/player is slow enough to make contact and not just pass either side of it.
edit: let me have a think on this, more coins can be done with singe trigger, will think of best/easiest way of doing this, it will use vector data source to hold the visible data using get vector with an index that picks up on player position the closest coin. if vegan pacifist is about he may be willing to share how he did.
Okej will do! Thanks! spinning animation sounds very easy! Also found object event tut's on the top thread!
Yeah i have the dlc =)
you know what, by far the easiest method is to use area trigger (on spherical) place it over the coin, pass on hit to that coins invisibility event, copy this to your favourites or group them and make copies, so when you lay a coin code down pass the impulse from the invisibility event to your score code and hook it up to the spin OPE.
my method would be simple in real world coding but in trials it just gets complex for such a simple thing.