1. #1
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060

    Multiplayer Editor

    There are currently several things (triggers&events) in the editor that don't work for a MP track. I haven't tested all of them so far so I might update the list later on, but it would be nice to know wether they are bugged, or it's just not going to be possible.

    Update
    _______________________________

    Update #1: It looks like when you play a multiplayer track on TC the triggers work fine. Currently they seem only broken when you play a track in private matches and the editor. Haven't tested anything else, but just noticed it in the track I uploaded so I assume most of what looks to be broken/disabled in the editor works if you load a mp track on TC.
    _______________________________

    Update #2: I was trying to convert my medium mp track for local play and found out the same bug happens there. Sounds/effects stay on after being triggered.
    _______________________________

    Update #3: I was building a mp track, descided to make a local track from it and tried to move the local track to the non-beta version but when I try to load the track, it always crashes my game. I had no problem swapping favorites between the two versions tough.

    Also, it would be nice to know if the trigger problems will be fixed or not. I was going to upload at least 2 mp tracks but currently I have problems with a changing snow effect on one because of this so might not be able to upload that one.
    _______________________________

    Triggers & Events

    • Bike Control Event
    • Controller Buttons
    • Controller Sticks



    Resets at Checkpoint don't reset logic

    • Sounds stay ON (and start over) after being triggered ON with the "reset at checkpoint enabled"
    • Effects stay ON after being triggered ON with the "reset at checkpoint enabled"
    • Physics objects/OPE don't reset position of the objects
    • Triggers with the "disable after hit" option on can only be triggered multiple times before a reset. If you reset to a checkpoint the trigger doesn't activate anymore


    Misc

    • Area forces don't move anything
    • Bombs don't hurt the rider


    Editor Questions


    • Triggers: The "activate from other players" option
      Does this need to be placed over all the driving lines? In other words, is it triggered by the ghosts of the other players. Or does it just needs to be placed on the first
      driving line.
    • When we have changing area conditions troughout the track. If you follow a ghost after finishing , will you still see the changes? Or does it keep the last one you triggered.(in case of having an area condition following your rider, and in case of just placed different area conditions troughout the track)
    • When we have weather effects following the rider. Are they still visible after finishing and following a ghost? Or do we need to tie the effects (like snow/rain) to the game camera instead of the rider
    Share this post

  2. #2
    DJ_2wItchY's Avatar Trials Developer
    Join Date
    Mar 2014
    Posts
    1,905
    Hey Bass,

    These tools may be problematic on MP online and it is something that I will need to test and get some extra information off programmers. I'm out of office till Monday, so I will be able to reply better on this Monday or Tuesday.

    For now I can give a vague response on them. The controller buttons and sticks is something that I don't think will be of any use as some logic functions are more suitable for single player editing. The bike control event is most likely another that is in the same situation, BUT as not proven non-usable I think it's best to stay there for now as could be proven wrong (hopefully in the BETA). This is also helpful so thank you for the feedback and a list of the things you were going to mention would be very appreciated

    Edit: Also logic functions you find that ARE problematic, please let me know and reproducing logic in that situation would be extra helpful.

    Sorry for not being able to be more specific on your question for now. Will hopefully get back to you in a few more days.
    Share this post

  3. #3
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    Thanks for the response 2witchY.


    I was trying things out to add to my track as small secrets, so it would be nice to see things like the 'Bike Control Event' to work. I think it would be also nice to maybe in the future create some kind of mp challenge track with.




    A few more things I can think off

    - Currently every effect/sound that has been triggered by a trigger stays on after a checkpoint reset

    - In the editor sometimes there is a delay with triggers. When you reset and have a continuous animation in the background it starts after like 1second. I also noticed this in a TC track and checked, but it doesn't seem to have that problem anymore there.

    - Area effectors don't work on the rider

    - Bombs don't seem to hurt the rider




    I'll update the OP tomorrow when I test a few things
    Share this post

  4. #4
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Nothing "resets" regardless of tickbox being checked, which means multiple things:

    -Sounds/effects (probably everything changed with state events too) stay on if they have been enabled once.
    -Physics object just fall once, dont reset position.
    -Bombs explode but don't hurt rider, shrapnel just falls to the ground and stays there.
    -Area forces don't move the rider at all.
    -Area triggers only trigger once ever, unless "disable after hit" is turned off, they disable permanently after 1 hit regardless of checkpoint restarts, but that also means you could trigger something twice or more without cp resetting, could potentially mess up code.

    Also on area triggers there's an option to let other players trigger it, no idea how that works. I'm not using it right now.

    Really simple code does work properly if you manually add on>delay>off , for example for an effect/sound that triggers, or a very simple OPE loop (like a rotating deco object).

    Trigger on checkpoint restart does function for checkpoints however ( I know it's different then "reset state/position on restart").
    Share this post

  5. #5
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    Updated the OP a bit. If someone from RL could give some insights in some of the Questions it would be greatly appreciated.

    The main issue with the MP Editor at the moment is the broken "reset at checkpoint". This makes animations almost impossible because either sounds/effects stay ON even if an object is gone. I hope this gets fixed as soon as possible. And there is no viable work around. TeriXeri mentioned adding a manual "delay - off" but when you reset before the delay the sound restarts at reset, and then just stops somewhere in the middle when the delay triggers it off. In my opinion, this is not a good workaround because this still breaks immersion and is just weird when a sound gets cut halfway trough. If you have multiple sounds, you also would have to turn off every sound seperatly depending on how long it is.


    Most importantly: will the "reset at checkpoint" be fixed before the deadline of the competition?
    Share this post

  6. #6
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Your right it's not a solution to add an off timer for sounds/movement, but for very simple triggered things like a fast playing (like 1-3 seconds) decoration effect it works.

    I'd also like to know more if code will be changed/fixed.

    Personally I'd like unintended functions to be just removed from the mode.
    Share this post

  7. #7
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    I know it's kind of a solution but not a solution I want to use, because even for fast playing sounds it just sounds weird if you reset when the sound starts playing and it starts again on reset. I know there are other and maybe better solutions (like moving effects/sounds offscreen, or tying a curved data source to the volume of the sound so it doesn't just cut off. But all of these are just workarounds that shouldn't have to be there and I probably won't use because I hope it gets fixed before release. Because when you use these workarounds and it eventually gets fixed it will still feel/sound weird I think.

    So currently all tracks I will upload will probably not use a workaround and will be subject to change in case this doesn't get fixed. So I'll probably reupload them with proper logic when mp comes out.



    So yeah, I hope someone from RL can shed some light on this as soon as possible!
    Share this post

  8. #8
    Physics objects/OPE don't reset position of the objects
    Does this in Evo as well. I'd have to remove all checkpoints to get away with what I'd like to get away with
    Share this post

  9. #9
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    Originally Posted by JolanXBL Go to original post
    Does this in Evo as well. I'd have to remove all checkpoints to get away with what I'd like to get away with
    Hmmm, are you sure you haven't made a mistake somewhere? From what I recall this shouldn't be a problem in Evo. This also works in the regular fusion editor, just not in the new mp editor.
    Share this post

  10. #10
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    Never had a problem with resetting objects in evo (gold), or fusion on Trials tracks, maybe it was different in supercross (didn't use moving objects for that).
    Share this post

Page 1 of 4 123 ... Last ►►