I'm searching for a way to use the checkpoints time indicator but not the checkpoint itself, or a way to disable the B button. Is this possible? If you know how then pls let me know.
there kinda is a way to disable the b button for skillgames(non bike ones) but i guess thats not what you are looking for
can't you use a area trigger instead and get a time from different sources
you will probably need to use some datasources and coding though
i can give more info if you give me some more![]()
Thanks sparkie but that is not rly what I'm searching for.
It's for a track with time limit on it. At the start the timer is triggered and you have a limited time to finish. If the time is up you crash but with the checkpoints i can press B and get a fault but i can ride on.
I can place no checkpoints but i like it that you can see if your faster or not if you play the track again.
I hope it makes sense.
I think i saw about it in 1 of the tutorial vids once but i was hoping someone had a quick answer sry I'm lazy.
how did you make your timer?
if your timer has a "reset on checkpoint" checkbox uncheck it
that way the timer will not be affected by the b button
easiest way to make the crash happen is with a interval trigger that sends an impulse after x ticks and link it to the crash event etc
make sure the checkbox is unchecked
I checked out the video advanced checkpoints and saw the custom respawn option.
I have never even seen that option![]()
Originally Posted by sparkierjonesz
The timer is just a trigger-impulse delay-unconscious event.
I'm not sure but if the timer ends and you crash halfway trough the track press b and your not crashed even with reset on checkpoint off. I'm not in the editor right now but i will try it tomorrow.
in that case you might need to use an end event too, else resetting after the crash will still work
I made a door that closes just before the finish line timed with an ope.
checkpoints can all be used this way but you can't finish if your not quick enough.
Like SparkierJones said, it may be easiest to just end the game when the time runs out, using the game end event and not the rider unconscious event.
Or, if you don't want to do it that way, you could use a set value source that becomes a 1 when the time runs out, but isn't reset by checkpoint. Then use this value to set the rider unconscious event. That way, if the user resets, the datasource is still a 1, and the rider will still be unconscious (latch the unconscious event).