Update: 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.
Confirmed it with a test track using simple triggers:Originally Posted by bassline001 Go to original post
Hit Trigger > Break Event > Explosive
Area Trigger > Sound Event > Physics Event
Code/objects properly resets when playing via track central as if it were a single player Trials track.
I don't know how it will behave in true multiplayer but I don't think it will work the same as track central and more as if it were in editor.
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.
Video of broken triggers
Bomb doesn't hurt rider, junk stays on track. (Both on physics contact, or break event)
Sound keeps playing over and over cause it's "Enabled" once
Physics object (Ball) Rolls down once, does not reset position.
Same will be for looping sounds/effects, anything stays enabled, Reset on Checkpoint Restart does not function.
Triggers act as if they been hit once and disable permanently cause they don't "reset on checkpoint restart" either.
OPE will not reset to their original position as well.
Area Force will move particles from Effects but not physics objects/bike/rider.
If you play this track from Track Central, it will reset properly, but it will be broken in Editor Test AND Multiplayer Match!, so a multiplayer track in actual multiplayer = broken so it might be a core problem with the mode itself and not the triggers itself.
(mind you the mountains looking all striped/reflective is just the Metal 3 texture, not a glitch)
Noted all teri.
Is disable after hit on? I think that the force from that explosive was way to weak to knock the rider off the bike whatever the force meter shows and would need to be more powerful. Can you reproduce the explosive with a lot more force on it and then does it knock the rider off or does he still stay on the bike? Also attaching a unconscious and detach event would prevent this from happening no?
Also the same with the sound repeating on CP, is disable after hit on?
Is it possible to see a vid of the properties on the logic when making it, also advanced physics properties. It would help a lot for me with the bug reports on how it is fully set up. I can't test because I don't have BETA at home so otherwise will have to wait till Monday.
No you should not need to put the triggers on every line. Just the first.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.
I\m not fully sure on this but I believe that only the person playing on their screen will see the area condition work, when watching other people I don\t think that you will see the area condition work because it only works for you on your screen. Meaning- when you have finished the track and the area conditions have done what they need to do, that is it for you. They don't reset for ghosts. Everyone only see's what is on their screen.When we have changing area conditions throughout 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)
Hmmm, as this is a BETA after all I would suggest testing with at least one other person, maybe teri and see the results. My feedback on this is that I would think that it would only work for the individual again and not show in the ghosts replay. I will check this one out also.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
As said above the bombs explosion looks very weak and I would try reproducing this by increasing the force, but to join with the other report on the forces not doing anything, does this include forces on the explosions... or is it just the area forces?Area forces don't move anything
Bombs don't hurt the rider
Can you give me more information on this?I have problems with a changing snow effect on one because of this so might not be able to upload that one.
Ok, thanks. Definitely got good information on the forces which do seem to not work right in the editor.
Can you try one thing for me though and I know it's gonna sound silly :P Can you try turn the disable after hit "off" on the triggers? It's just to know if it isn't the wrong way round in the editor.
Well it's basically just a snow effect following the rider. On the driving line you enter a cave at some point where I turn the effect off just outside. If you fault before you reach the checkpoint in the cave you reset to a checkpoint outside. Because "reset at checkpoint" doesn't work in multiplayer/private the snow effect doesn't reset back on. Maybe I'll make a vid on it later when I have timeOriginally Posted by DJ_2wItchY Go to original post