1. #1

    skill game scores

    I'm making a skill game that has time , faults, and points involved. You will have a gun attached to the bike and there will be different size targets with different values. My question is what score should come first and second. To keep people from just faulting to go back and hit the targets again to get a huge score the target can only be hit once.. and check points will be set with triggers to disable the targets after you pass them once. I figured faults first. Points then time. What do you think?
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  2. #2
    dasraizer's Avatar Senior Member
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    Re: skill game scores

    hi

    if you use faults 1st then people can just race the track and come 1st in the leader board regardless of any scoring.

    if your game is score based then that should be 1st, if you are using visibility events to hide a target that has been scored, make sure the visibility event has reset in checkpoint restart unchecked so when the player faults it remains invisible. make sure any object that is scored has reset in checkpoint restart unchecked, this includes hit trigger/area triggers and even variable data sources, a lot of other triggers have this option, even objects have this option, so if you move an object and want it to stay where it is when the player faults, just uncheck that option under advance physics and it will remain in place.

    as for the second i think maybe that should be time, as faulting will automatically be a longer run.
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  3. #3

    Re: skill game scores

    I'm using physic event once u hit target to drop out of the way but I like ur idea better. I'll use a vis. event and see what I can com up with. On some I have them rotation around a tree like a shooting range. I think I can use a vis. Event there too. thanks ur the man
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    dasraizer's Avatar Senior Member
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    Re: skill game scores

    cool

    using physics event to drop the target could still work if you open the advance physics option in each object an untick reset in checkpoint restart.
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  5. #5

    Re: skill game scores

    Lol. Didn't even know I could do that I was trying to use a v. Data source. I'm gonna use vis. Event its ez and looks the best.
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  6. #6

    Re: skill game scores

    I was gonna say it is about points but I don't want them to be able to take for ever and get all the targets. And some times the pipe I'm shooting at the target will hit the target or go through it and not set off the hit trigger. Do u got any ideas to help sole these probs?
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  7. #7
    Blastergamer's Avatar Senior Member
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    Re: skill game scores

    Originally Posted by XxTWEEDHEADxX
    I was gonna say it is about points but I don't want them to be able to take for ever and get all the targets. And some times the pipe I'm shooting at the target will hit the target or go through it and not set off the hit trigger. Do u got any ideas to help sole these probs?
    Is your gun an emitter gun or OPE gun?
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  8. #8

    Re: skill game scores

    Emitter
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  9. #9
    dasraizer's Avatar Senior Member
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    Re: skill game scores

    objects will pass through trigger objects when they are travelling too fast (especially if moved without physics), if you shoot a bullet at 60meters a second, each tick it will move 1meter, so if your object trigger is smaller than 1meter the chances are the bullet will simply pass either side of it, turning fast object inside the advance physics setting of the bullet (or even the object trigger) may help in this instance if the bullet is moved with physics (maybe?), another option would be to slow the bullet down or expand the size of the object trigger (if possible)

    unfortunately doing any of what i've suggested still may not cure this, but may help.

    Originally Posted by XxTWEEDHEADxX
    I was gonna say it is about points but I don't want them to be able to take for ever and get all the targets
    why not add a bonus to the score based on time between hits, like a combo system.
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  10. #10
    Blastergamer's Avatar Senior Member
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    Re: skill game scores

    Originally Posted by XxTWEEDHEADxX
    Emitter
    It's the problem because you used the hit trigger with the collide option "object types" right?
    Object types don't work nice as it should. I also had the problem with my basketball-cannon skill game.
    If this always happens, then you maybe should consider using OPE gun.
    dasraiser made a very useful OPE gun tutorial: Simple OPE gun bullet
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