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Member
How to make the rider "More on fire"?
I'm making an In Flames skill game and I want there to be little patches of lava/fire (similar to the In Flames in Trials HD) that make the rider's burn meter go up faster while you are in them.
In Trials HD this was built into the game; if you were in a fire you were "more on fire" and you burned more quickly. However in Evolution and Fusion being within a fire actually has no effect on the rider, which makes things a lot more complicated.
What makes a difficult is that the "amount of burn" on the rider changes every tick. First I just tried to add 1 burn to the rider every tick while he was in a fire, but this did not work since the burning was reset every tick. Instead of the burn going from say 700 to 710 to 720 over three ticks, it just went from 701 to 711 to 721, which is not what I want. What I want is for it to go from 701 to 712 to 723.
Then I tried putting the rider's burn into an addition operator with a variable data source. This variable data source would change depending on whether the rider was in fire and how long he was in fire. This seems like it would work but I can't get it to work. For some reason once the rider hits the fire and leaves he still remains "more on fire" and I can't seem to do anything about it.
Any ideas on how to get this to work?
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Senior Member
like this? the interpolation speed is not perfect, but i think this is what you need (?)
at 1:10 min you can see how that looks like in the In Flames skillgame 
you dont need to use the hit trigger, you can also use area triggers.
btw the rider was invincible on the first part, so dont worry. it works fine
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Member
Yes that is what I wanted! Thank you!
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Senior Member
hmm it seems like for some reason the rider dies at fire level 900 instead of 1000 (?) bug?
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Member
I believe the rider starts off with 100 more burn than the bike does when they are set on fire. If you are recording the amount of burn on the bike instead of the rider, it will seem that the rider dies at a fire level of 900.