Right, i have this idea that will probably be more useful to me when making a track, cause i normally have really good ideas concept wise and i can make it look really nice, but then my mind freezes on how many more backgrounds/theme should continue throughout the track.
So ive had this idea, where my track would be 5 rounds, first at beginner level, then easy, medium, hard and extreme. I know i can do the decoration/backround to this, cause how i want to outlay this is you go past first obstacles (beginner obstacles) and then when you reach the end of that checkpoint, you get put back to the beginning but the obstacles have now changed to the easy obstacles etc etc until you get to the extreme ones, and when completed that, thats when the track ends. Therefore the background always stays the same.
Now, to my question(s), if you have survived that paragraph and understand what i mean. How would i make this possible, I have an idea that when you reach the end checkpoint it would have to send you back to the start checkpoint with a command, and with each new round a certain code would need to be sent out to make the obstacles of the other levels, become visable and interactive, and then putting them back invisible - and lastly when you have finished the extreme obstacles, instead of the final checkpoint returning you to the start checkpoint, it actually fininshes the track.
I hope ive made that clear, and to hear your advise on making this possible, cause i really want to finish a track for a change.
Thanks in advance.
i had a very similar idea but never went ahead with it because i would not have a clue how to do itsorry mate i am of no help, spose 1 thing you could do is just make the track 5 times over and have them 1 after another with something that stops you for a second at the end of each difficulty and make a customized countdown start each time you reach the next section
but im sure some1 here will be able to help you do it properly
To position your driving line pieces, I'd glue pieces together and use OPE's to put them right where you want them. Visibility events can cause hiccups in the frame rate when too many things change at once. Also, make sure you don't glue too many things together in one piece or you'll have more performance issues.
To put stuff into place with an OPE, first, put the glue group where you want it, then get the x,y,z coordinates of it, then assign it to an OPE, with local disabled. So now when you trigger the OPE, itll go there. When that section is clear, trigger an OPE to move those old pieces out of view, and trigger the next segments to go into place, using the same x,y,z coordinate method.
For the player warp, you can either use warp portals or driving line warp events. Doesn't matter.
Sorry for no reply.
Here is a way how to do it, but I haven't described anything because of my time, so if you need more help, just ask.![]()
Place a checkpoint slightly beside the start checkpoint. (Don't use more checkpoints)
Before the end, use an area trigger (disable after hit unchecked) before the end to send an impulse to a player event.
Now, set the index by the player event to 1. That means every time the rider comes to the area trigger, it will go back to the checkpoint.
Next is to put a set value event (SVE) and a variable data source (VDS). Send an impulse from the checkpoint to the SVE. On the SVE, set the type to increase with value 1 and choose the event target to the VDS. The VDS has "reset to checkpoint restart" unchecked to prevent resetting the value by pressing B.
Now, use five filters (one filter each difficulty) to monitor if the VDS value hits 2/3/4/5/6.
Now for every filter, on true-->Visibilty event visible, on false-->hidden.
Remember to have a interval trigger with 1 tick interval targeting a splitter and the splitter targeting the five filters to have it always under monitoring.
you really only need to use the checkpoint gate system to send the impulse to the filter switch (default to new switch to carry on the sequenceOriginally Posted by Blastergamer)
also dont forget to disable the area trigger at the end to allow the player to finish the 5 rounds, you could do this by tagging a 'state event' (off) targeting the area trigger, this event is added to the select event/filter of the last visibility event.
cheers for your replies, gonna go into the editor and give it a go, if i get confused i'll write back here and see where im going wrong.
How much I know, if you put back the rider to the start gate, it would reset the whole track and time, but I could be wrong.Originally Posted by dasraiser![]()
It doesn't, but you need to be careful. If you press B after resetting to the first checkpoint I think it will reset the track.Originally Posted by Blastergamer
sorry blaster, i did mean use what u suggested with my mods (no need to spam with interval trigger)Originally Posted by JaminBen007
use the start gate to send the player to the "primary" checkpoint with its trigger impulse going to the filter (or switch) checking for next level, then add a set value event to increment "next level" with a send player to "primary" checkpoint event to the finish line area triggers OnHit.
could use the disable b button tutorial too.