Hi, I have some track-building experience but still have lots to learn... I was hoping someone could help regarding generating an object in a position above another object, but then to do it again after passing a checkpoint.
I'll explain a bit without giving away my idea![]()
I want to build a high jump style track and i have a portal set up to return the rider to the beginning. I have a simple woodframe as the clearance bar and i want to add 1 more after each pass through the portal.
I'd really appreciate any help... this is the first time I've forayed into the murky depths of the mathematics of the game, I've mainly been concentrating on flow and decoration so far.
Please download and enjoy my previous tracks... The Dirtbox, Skylands Ruins, and Ghetto Blues are my most complete.
Thanks
elC
Check my track Record High, if its like that its super simple, and you don't need a portal![]()
if you want to stack objects on top of each other, place the objects down and uncheck visible option and when you wish to add to the stack simply use the visibility event to unhide the object based on a filtered value.
or and easier
place a two input operator set to equals, operand1 points to your counter, and operand 2 is the object index, now tie each objects visible checkbox to its own two input operator with an incremented index.
so
checkpoint trigger->set value event------variable data source (vds used in all 2io, make sure reset in checkpoint restart is unchecked)
2io(operand1=vds,operand2=1)----object(visible[D])
2io(operand1=vds,operand2=2)----object(visible[D])
2io(operand1=vds,operand2=3)----object(visible[D])
so forth.
hope that helps
I actually used generic filter events to make each palette visible. greater equal for each round #Originally Posted by dasraiser
i was going to explain a way to do it with the switch filter using banks, but couldn't find nice way to explain :/ but yes GF are also easy to use.Originally Posted by Jarr3tt88
I know the editor pretty well as you knowOriginally Posted by dasraiserand that was pretty complex to me.
An example of my method is this:
Have your object you want to make visible.
Use a variable datasource (VDS) to represent round number, use a set event (increase by 1) when landing or going through portal or whatever.
Grab a generic filter (GF). compare round # you want to make visible to the VDS The GF should read: 1 equals (vds), 2 equals (vds), 3 equals (vds), etc.
On the true event send each one to the object you want to make visible with the visibility event.
If this doesnt make sense, I can make a video. Let me know.
Yeah thats the sort of thing i'm after.. I've not got the xbox on just now, watchin telly with the missus. will try it and get back to you.Originally Posted by dasraiser
thanks too to Jarr3tt88 thats a way i had though of but didn't know how to do either.
Ok heres the next bit... I want the exit portal to move up so the rider has more momentum to clear the jump how would that be achieved?
I had a custom collision move up with the stacks of palettes. Seriously check it out, tell me thats what you were looking to do, and I can take video in the editor of it.Originally Posted by elCamsterino
Portal can move with an Object position event (OPE)(local) Have the 'y' axis tied to a VDS that will increase when rider clears. Use a splitter for events when going to the next round, one of the splits will use set event (increase by whatever distance you want the portal to rise)
Make sure the OPE has an interval trigger set to 1 tick to send impulse to make the portal move.
Thanks, now I have somewhere to get started. It'll no doubt take me a while to get my head round it all but I'll let you know how i get on.
Thanks again for your help