1. #311
    Morfyboy's Avatar Senior Member
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    Mar 2014
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    Re: Visual Flowchart Editor Tutorials {34} and counting...

    This is one question i would have asked..how does wednesday sound for you luth.i will make room on my F.L and friend req you..just go through everything with me if you want..if i knew as much as what your learning,i would want to shout it from the roof tops..lol..
    so let me know about wednesday,any time..go through basics up if you dont mind..i will tell you wot i already understand then go from there....
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  2. #312

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    I have a question about freezing and unfreezing the rider. I know how to do it, but how do you make it so the rider continues his path of momentum after you unfreeze? (ala quantum mechanics)
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  3. #313

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    the reset physics checkbox. Don't reset physics and the rider will continue the way he was going after you unfreeze him
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  4. #314

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Oh jeez, can't believe I missed that lol. Thanks!
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  5. #315

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Is there some sort of magic to hydroplaning? Titans graveyard does it effortlessly, you barely have to move to do it, but whenever I place a surface right under the water line to start a hydoplane the bike always wants to fall into the water, with lots of speed it stays up for a bit but it's not smooth and sexy like the SP track. How do I get it like that? Is there a perfect buoyancy setting for the bike?

    Edit: I hope it's not an invisible surface that only under you if your moving a certain speed is it?
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  6. #316

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Stllbreathnbuty
    Is there some sort of magic to hydroplaning? Titans graveyard does it effortlessly, you barely have to move to do it, but whenever I place a surface right under the water line to start a hydoplane the bike always wants to fall into the water, with lots of speed it stays up for a bit but it's not smooth and sexy like the SP track. How do I get it like that? Is there a perfect buoyancy setting for the bike?
    Custom collisions.
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  7. #317

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Then it's only active if you move a certain speed, how do I do that?
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  8. #318

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Stllbreathnbuty
    Then it's only active if you move a certain speed, how do I do that?
    No, no, no. Go into the "inventory" (press up on D-pad) and go to the first section and go to physics. There's an option called custom collisions. These are basically a surface you can ride on that isnt visible. Use variation 7 and you can place it along the driving line, just below the waters surface. This will enable you to "ride on water" without seeing anything except the water.

    These are also REALLY useful for smoothing out some of the dodgy surfaces in the game, like logs and rocks.

    Hope that clarifies it.
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  9. #319

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Yes yes I do know of that handy tool. I tested the Titan grave yard out, if you don't go fast, you WILL fall into the water.

    I think I have the solution. Track the velocity x of the bike, use a filter to measure if it's over a certain speed, if it is, an OPE moves the invisible surface into place just as you go on it, brakes are disabled while on the water, the collision piece moves away and drops you in the water if you drop below speed, and...possibly leaning front also moves the collision, dropping you.
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  10. #320

    Re: Visual Flowchart Editor Tutorials {34} and counting...

    Originally Posted by Stllbreathnbuty
    Yes yes I do know of that handy tool. I tested the Titan grave yard out, if you don't go fast, you WILL fall into the water.

    I think I have the solution. Track the velocity x of the bike, use a filter to measure if it's over a certain speed, if it is, an OPE moves the invisible surface into place just as you go on it, brakes are disabled while on the water, the collision piece moves away and drops you in the water if you drop below speed, and...possibly leaning front also moves the collision, dropping you.
    Ah, I see what you were getting at now. i thought you just couldnt figure out how to aquaplane! lol But you're actually getting waaay more complicated than I could! But it sounds like your method should work. You probably alrready thought of this, but you probably want the ope set to move into position in one tick so that it literally drops out of place, rather than moves out of place. That would allow the bike to sink completely "naturally" and not be lowered by the ope.

    Also, you could probably simplify the logic by having the custom collision in place and only moving it if the speed is too low. Rather than it moving into place as well.
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