1. #1
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163

    Editor: Bike Selection for X-Supercross tracks

    Some of the default ingame tracks disabled the Panda as Default bike (still can enable it in private lobby which is fine for ppl who want to mess around with it).

    I have yet to find an option to enable/disable default bikes in the editor itself, since the option is not there like it would be for Trials/Skillgames/FMX.

    Will this be added or is it hidden somewhere else?

    My goal is to make a hard or extreme not so panda/baggy friendly track and would be nice to turn it off at least in default(no special lobby settings changes).
    Share this post

  2. #2
    xXRajadoXx's Avatar Member
    Join Date
    Jan 2013
    Location
    Spain
    Posts
    83
    I want to know if it is possible too. I'm doing a track that can not going through the panda or the rabbit and I would like to remove them from the selection of bikes

    Greetings!
    Share this post

  3. #3
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Any news on this or the current bug that resets all settings except video/volume?

    Another editor question:

    I was testing a bunch of different editor mechanics yesterday and found some unexpected results:

    - Reset on checkpoint restart does not function (I understand if it's because of a multiplayer session), but the option is still there. Anything that gets enabled stays on until told otherwise.
    - Area Force or Bomb Force does not affect rider in any way (Bombs just break in pieces and the pieces stay on the floor)
    - Physics objects just fall once, do not reset position (similar to reset on CP)
    - I see there is another new function on triggers that allows other lanes to activate a trigger, but how does it precisely work? Is it just the first bike to pass the trigger on lane 1 activate it for all players?
    - OPE still works, but I wouldn't use it for driveline myself with the current way triggers work, best used for simple decoration movement like a spinning object loop.

    I don't really want any moving track parts /explosions on a multiplayer track, but there's very little documentation about intended changes.

    I understand there's still a month to go for the track competition, and there's still other MP bug (podium) that I assume got higher priority at the moment.
    Share this post

  4. #4
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Still would like to know if those points (see above post) are bugs or intended changes to make MP tracks simpler in design (better performance).

    If anything, unintended settings/mechanics should be disabled for XSupercross building.

    Also my current in-progress track on beta build off is still going to direction of Extreme, meaning panda is useless on checkpoint 1. Will there be a way to disable it?
    Share this post

  5. #5
    En0-'s Avatar Trials Developer
    Join Date
    Jun 2011
    Posts
    1,775
    Originally Posted by TeriXeri Go to original post
    Still would like to know if those points (see above post) are bugs or intended changes to make MP tracks simpler in design (better performance).

    If anything, unintended settings/mechanics should be disabled for XSupercross building.

    Also my current in-progress track on beta build off is still going to direction of Extreme, meaning panda is useless on checkpoint 1. Will there be a way to disable it?
    Hello,

    It's most likely we'll add the possibility for the track creator to limit the bikes allowed on the tracks.
    However, it won't be in the first version (we don't add anymore feature for now, we're fixing bugs and working on consoles requirements to be able to ship it on consoles, then we'll come back on new features to improve following this kind of feedback).

    Cheers,
    Share this post

  6. #6
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Originally Posted by En0- Go to original post
    Hello,

    It's most likely we'll add the possibility for the track creator to limit the bikes allowed on the tracks.
    However, it won't be in the first version (we don't add anymore feature for now, we're fixing bugs and working on consoles requirements to be able to ship it on consoles, then we'll come back on new features to improve following this kind of feedback).

    Cheers,
    Ok , ty, makes sense to have a basic working version first to cross-platform it.

    I will just trust that people will select proper bikes for Hard/Extreme anyway, for now
    Share this post

  7. #7
    En0-'s Avatar Trials Developer
    Join Date
    Jun 2011
    Posts
    1,775
    Originally Posted by TeriXeri Go to original post
    Ok , ty, makes sense to have a basic working version first to cross-platform it.

    I will just trust that people will select proper bikes for Hard/Extreme anyway, for now
    Yes, people who take the Panda for an extreme track deserve to DNF by the way ;-)
    Share this post

  8. #8
    Does the Bike ID part of 'Game Variable Data Source' work? You could auto-fault, slow down, or alternate-route any player who's bike matches the ID of Baggie or Panda.
    Share this post