I'm trying to finish my track but since you can't really see the endings before you share it, and I couldn't find info on this I want to be sure my setup is correct.
I have set 2 different endings for my track and I 'm using the game condition filter as trigger for the different endings based on the medals. I'm guessing the game condition filter only needs an interval trigger to get triggered by the finish?
Yes, you're right. Any filter needs to be triggered by and impulse, but it should show the different endings even it doesn't show the medal while in the editor, just be sure you've already set up the medal times correctly, or just skip to the last checkpoint and go into finish.Originally Posted by basslineux001![]()
Thanks, I got it to work. I had tried an interval trigger, but hadn't turned it off so it switched immediatly to the ending camera's and for some reason I didn't try turning the interval off and enabling it with the finish checkpoint![]()
you could just have your finish line checkpoint send an impulse directly to the game condition filter. same result just slightly less stepsOriginally Posted by basslineux001
you could just have your finish line checkpoint send an impulse directly to the game condition filter. same result just slightly less stepsOriginally Posted by basslineux001
That would lead to the final times all being split by ticks and not by 0.001 of a second. Best bet is to simply use an area trigger just after the finish line that is triggered only by the riders head (which is what triggers the finish) so that it will only "fire" if the rider crosses the finish line. Then target the Platinum finish, on true = ending, on false = either the other ending or another filter set to gold. And so on.Originally Posted by CannibalShogun
Are you sure? He is just triggering a different ending, there's no end event involved.Originally Posted by Barrybarfly
Once that CP sends an imulse, it times in impulses. At least as far as I'm aware from my experiences and other peoples.Originally Posted by stiggyhead
I'm not sure what you mean. My setup now is that the finish checkpoint sends an impulse to a state event, wich turns on an interval trigger that's connected to the game condition filter. ( I had the interval trigger on the whole time and this messed with my effect toggle's so I'll probably leave the interval trigger out and just use the cp trigger or set it to disable after 1 tick)Originally Posted by Barrybarfly
I'm assuming the finish checkpoint sets your time on the track. If it sends an impulse after the rider crosses the finish line, then why would the times change if this all happens when you already finished the track?
I'm not using an end event, that would set all times to 0.001 seconds (or all times 0.0001 apart) and is only for skill games.
It seems like it measures the final time as when that impulse was sent. Try sticking an unnecessary CP just before the finish line and testing from it. See what times you get from it and what they seem to be measured in. I may be wrong after all.
I tried it and had times with 0.001 apart so I guess you where wrong after all![]()