1. #51

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    thought about that too, probably the easiest fix
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  2. #52

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Originally Posted by nannerdw

    I also made a change to "Switch Between Checkpoints (Advanced)." The generic filters do not need to run constantly 60 times per second, so I replaced the interval triggers with a splitter after the reset to CP event. I also added an impulse to the player event upon reset to start.
    Nice! I knew there would be someway to tweak my code
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  3. #53

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    I'd be interested in seeing some tutorial requests coming in tbh. What do the community want a tutorial for? I'm happy to do any simple things to save people like Luthanick and nanner for the more time consuming advanced stuff that I dont understand. So any kind of request can be catered for from a simple rotational physics joint to building a supercomputer ( at least it sounds like you guys could do that! ).

    So, people of Trials, what do you want to see?
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  4. #54

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Originally Posted by James24993
    How do I start making tutorials?
    Send me a PM with your email and gamertag.


    @Barry... good idea for the requests. I am going to search through the threads here and see if there are some recurring problems that people seem to keep having.
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  5. #55

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Originally Posted by Barrybarfly
    I'd be interested in seeing some tutorial requests coming in tbh. What do the community want a tutorial for? I'm happy to do any simple things to save people like Luthanick and nanner for the more time consuming advanced stuff that I dont understand. So any kind of request can be catered for from a simple rotational physics joint to building a supercomputer ( at least it sounds like you guys could do that! ).

    So, people of Trials, what do you want to see?
    +1000
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  6. #56

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    OPE's seem to be a popular problem, but we already have a global ope tutorial. And I often see complex example lifts in tracks which is why I added the lift tutorial. So even if its just something we see in tracks a lot we should add a tutorial for it imo. Some people may not post on the forums but read them and others may feel embarrassed about posting asking how to do an effect event or something when we have such technical stuff being done by some of the guys in the thread.

    But I remember when I started out editing (which was in evo) and I had some real simple questions I needed answers to. I'm sure others are still stuck in that position at the moment so I dont think anyone should be ashamed to ask for any tutorial at all. In theory, the templates could even be used for making a curved driving line or increasing the size of a hill/surface and things like that. So ask away!
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  7. #57

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Originally Posted by bobozilla
    Originally Posted by nannerdw

    I also made a change to "Switch Between Checkpoints (Advanced)." The generic filters do not need to run constantly 60 times per second, so I replaced the interval triggers with a splitter after the reset to CP event. I also added an impulse to the player event upon reset to start.
    Nice! I knew there would be someway to tweak my code
    I just tried this out. The interval trigger IS needed, but only for 1 tick so you can't press LB at the start. Your addition is still implemented.
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  8. #58
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {14} and counting...

    I thought I had found a way to prevent the switch between checkpoints code from adding to the fault counter, but it turns out my "Extra-Buttons" option had just gotten re-enabled in the editor. Oh well, I don't pay any attention to the faults in testing anyway.
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  9. #59

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Originally Posted by nannerdw
    I thought I had found a way to prevent the switch between checkpoints code from adding to the fault counter, but it turns out my "Extra-Buttons" option had just gotten re-enabled in the editor. Oh well, I don't pay any attention to the faults in testing anyway.
    Yea it re-enables every time you restart the editor. I don't think there's any way to skip CP's without adding faults.
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  10. #60

    Re: Visual Flowchart Editor Tutorials {14} and counting...

    Turn off the reset physics toggle on the reset to checkpoint player event. just tried it. no faults when switching.
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