1. #21
    Trigger Systems/operations

    21. (Core2TOM) Q: Game condition filter (Type: Game Started) / (Type: Game Running) vs. Player condition filter (Type: Riding)
    ... What's the difference? Game Started should just send 1 impulse if the game starts, but it's not.

    (JolanXBL) (October 21,2014) A:
    I set the 3 conditions up with an Interval Trigger, set to fire repeatedly at 1 tick, here are my findings.
    None of these start before or during the countdown as triggers don't get fired either.

    Game Started
    TRUE: Starts after the countdown and works while game is running. Essentially same as Greater/Equals.
    FALSE: Does nothing before the countdown, Starts when game ends.

    Game Running
    TRUE: Starts after the countdown, stops when game ends.
    FALSE: Starts after game ends.

    Game has Ended
    TRUE: Starts when game ends.
    FALSE: Starts after game has started and while running. Opposite of Game Started.

    Player Riding
    TRUE: Delivers impulses while player is on the bike or performing stunts.
    FALSE: Delivers impulses when player falls off via Bail Out, Grapple, durability, or unconscious.

    Player Bail Out
    TRUE: Delivers impulses when player falls off via Bail Out, Grapple, durability, or unconscious.
    FALSE: Delivers impulses while player is on the bike or performing stunts.
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  2. #22
    Smeghead89's Avatar Senior Member
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    Hi cool thread, i remember hearing a while back that there is a way to delet the base world water, does anyone know how this can be done?
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  3. #23
    TeriXeri's Avatar Senior Member
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    Originally Posted by Smeghead89 Go to original post
    Hi cool thread, i remember hearing a while back that there is a way to delet the base world water, does anyone know how this can be done?
    If you place an area clear near/under the monument spire in the water (main city) all water it should vanish if your at the right spot, just make it bigger at first to find the exact place.
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  4. #24
    IImayneII's Avatar Senior Member
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    Originally Posted by Smeghead89 Go to original post
    Hi cool thread, i remember hearing a while back that there is a way to delet the base world water, does anyone know how this can be done?
    If i remember correctly it's at the 0.0.0 coordinates. So you can use an object with vector coordinates linked to, to easily find it.
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  5. #25
    Originally Posted by Smeghead89 Go to original post
    Hi cool thread, i remember hearing a while back that there is a way to delet the base world water, does anyone know how this can be done?
    Yes, you can place an Area Clear at point (0,0,0). Use a Vec Obj Pos Info to move the Area Clear to the right place like TeriXeri and llmaynell said.


    I've updated the original post with your answer Jolan. Thanks for your help!
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  6. #26
    Smeghead89's Avatar Senior Member
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    Thanks for the help guys very much apreciated, i found the spot it was a lot easier than i imagined, thanks again
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  7. #27
    stoeptegelterror's Avatar Junior Member
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    I was building a track with water in it and I noticed water makes a lot of sound when driven in, it overpowers the sounds of my effects and stuff, I know I can turn the volume of the effects up but. Q: is there any way to turn off or reduce the sound level of water?

    I also noticed some people where able to create big boxes of water but when I stack water it always shows the surface layer of the water in between the stacked water sources. Q: How do I create (stack) larger volumes of water without the surface layer of the water showing up?

    Hope you guys can help me.
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  8. #28
    Originally Posted by stoeptegelterror Go to original post
    I was building a track with water in it and I noticed water makes a lot of sound when driven in, it overpowers the sounds of my effects and stuff, I know I can turn the volume of the effects up but. Q: is there any way to turn off or reduce the sound level of water?

    I also noticed some people where able to create big boxes of water but when I stack water it always shows the surface layer of the water in between the stacked water sources. Q: How do I create (stack) larger volumes of water without the surface layer of the water showing up?

    Hope you guys can help me.
    1. It is not possible to turn the sound effects down when hitting water, but you can make the water's physic's type "No Contact Respone" That will make it have no physical body and you can drive through it without the sound or the splash effect. You could then add a Sound Looping object with a water sound set to a custom volume, and set it to play every time the bike touches water. Since the water is "No Contact Response" it can still send impulses when hit.

    For your second question I'm confused as to what you actually describing. Are you referring to a box of water made up of 6 water squares? If you can still see through them, just turn up the Dirt Amount in the water's settings, and set the Fade to a higher number.
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  9. #29
    stoeptegelterror's Avatar Junior Member
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    1. It is not possible to turn the sound effects down when hitting water, but you can make the water's physic's type "No Contact Respone" That will make it have no physical body and you can drive through it without the sound or the splash effect. You could then add a Sound Looping object with a water sound set to a custom volume, and set it to play every time the bike touches water. Since the water is "No Contact Response" it can still send impulses when hit.

    For your second question I'm confused as to what you actually describing. Are you referring to a box of water made up of 6 water squares? If you can still see through them, just turn up the Dirt Amount in the water's settings, and set the Fade to a higher number.
    1. Ok thx that helps a lot. I'll be sure to try that later on tonight.

    2. sorry for being unclear, dunno how to really describe it. I'll take a screenshot later on tonight to show you what I'm pointing at.
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  10. #30
    Originally Posted by stoeptegelterror Go to original post
    1. Ok thx that helps a lot. I'll be sure to try that later on tonight.

    2. sorry for being unclear, dunno how to really describe it. I'll take a screenshot later on tonight to show you what I'm pointing at.
    No problem. I added your questions and my answer to the first question in the main post.
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