Blaster helped out a treat, cheers dude
.. But now I've got a horrible quirk in my timings setting off a repeating beat.
Anyone used an awesome heartbeat sound?
Or heard one used?
That was easy as nothing.I was only helping since no one replied and I look the level editor forum the most.
You can try to use wood cracking sound in the 'collapses' section, like HanfRay did with HellRay's R or you can try the Riders of Doom DLC instrument low-drum sound, which is in a (non 8-bit) set. Go to the advanced sound settings (forgot how that sub-menu is called), and scoll the variation bar to the low drum sound. Another intriguing sound would be Bango, try that out too!
I have no idea with sound fits the best, but look out for short 'bom' sounds, and lower the pitch.
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IF, you don't know how to make a heartbeat loop:
Place 2 Interval Triggers which sends impulses to a sound event, which sets off the sound source.
Leave both interval ticks on 60 ticks, and set one of the two's start ticks to 15 ticks. The intervals can be changed, but both interval ticks needs to be the same, or else it would mess up.
Hope you understand me, since I am no Americano nor Britain.![]()
Hey dude.. Yup, interval triggers workers a treat thanks
Got , I hope.. A great heart beat effect... Eventually![]()
Hopefully it'll be good
1 more end scene and I'm done![]()
Cheers Mate
NEW TOPIC -
Is it possible to move the rider after the finish line... I can't seem to link an ope to him, which would seem the most obvious method
Portal.Originally Posted by Meenie77![]()
no idea but maybe you could have a fake finish line and then control the rider with ope or something after the fake finish and have the real finish set on a timer to act once your rider has finished whatever you want him to do?
not sure if you can do this but just a suggestion, good luck dude![]()
Get a point to point hinge & attach a dummy object to the rider, then ope the dummy. I would use more than 1 hinge & dummy , the more you use then the more you can mess with the riders movement.![]()
Depends from what you want to do with it. If the movement needs to be shown on camera (like on straightjacket) use the dummy object and ope way but be careful with it as the rider's body can get distorted pretty bad, but if you need to only teleport the rider to a different location then the portal does the job perfectly.Originally Posted by Meenie77
Cool....Originally Posted by stiggyhead
From that I take that moving location and then animating the rider is a no go... As you can't portal a glued dummy
Thanks for the heads up with the portal, seems so obvious now
As long as its done "off screen" mid camera cut etc..
You could set the joints to Combine Unchecked, then move their pairs to the other side of the portal. The guy would teleport there, then activate the joints which would be already waiting for him. As smeghead89 started saying, you could have a fake finish, then use 'Reset to Checkpoint' to move him and all the physics joints attached to a further, hidden, checkpoint or finish point.