Ahhhhhhhhhh. Do not save after packing the prefab, the prefab is made in the level, but saved as a separate thing outside of the level, so once you've packed it, I guess you should just quit the level and reload it if you want to edit it further. This makes sense then, "PACK" really doesn't mean GROUP it means, "write a file saying what to load into this level" and UNPACK means, "Now import all of the stuff into this level where it should be." Tricky tricky. Off topic sry =D --- Post updated --- Yeah triggering slomo shouldn't be an issue I've seen it mentioned many times. Also certainly can trigger left or right blinkers, I popped a video in here just up a few posts showing a car using it's blinker as per the lua I've also posted =)
Yes just looked at the video, wow all the stuff that can be done with this. so great work again --- Post updated --- Have you tried a trigger inside a bigger trigger, do that work? Or do they cancel each other out.
I`m having some trouble with the blinker code, can it be made to be on as long as I am inside the trigger box? or can it just be turned on and blink on a timer, then turn of by it self, it seems like that is how it works now.
As for possibilities.. I'm hoping someone makes a rolling drag strip. Ai rolls at 30 or 50 to the line then floors it. You just have to match it. Or you have two way.. Four way.. Ai races! All possible. Even with honk.. Honk.. honk.. GO --- Post updated --- with my blinker code it will blink while you are in the trigger zone. Toggles on when you enter and toggles off when you exit.
Three default works best! Box.. Middle.. Corners. Can't remember really though. I'm in bed trying to get an early night for the first time this year haha! I'll get back as soon as possible though! =) --- Post updated --- *the default
Make a default lua trigger. In the lua field just put: Code: local function flashLeft(tdata) be:getObjectByID(tdata.subjectID):queueLuaCommand('electrics.toggle_left_signal(1)') end flashLeft That will trigger when you enter and when you exit. --- Post updated --- There's no need to have the blinker triggered twice in the same spot. . only need one.
The blinker will only be on while you are within the box. So if it's two feet long it won't be on long compared to 200feet long.
Ahhh sleep's overrated! Hopefully I'm catching you when you're still up: Watching that video I can't see any reason why it would do that based on my experience. Here's a shot of the size of my trigger box and it works flawlessly with 1 or 8 cars: --- Post updated --- Just to be sure, I've made it WAY bigger and still. . no issue! The only thing I can say is that you have yours somehow duplicated in the same spot. Or that you have two "toggle_xxx_signal" triggers within the same space, and that would do what you're seeing. I have no idea otherwise, it isn't programmed to do that and it can't do it on its own!? --- Post updated --- Watching it a few more times, maybe just MAYBE it's not low enough down? So as the car dips down off the pavement it's "center" leaves the zone and thus triggers to turn off and since the default tick rate is 100, there isn't enough time to catch it coming back up into the trigger to turn on again MEANING: Try running that same scenario in your video, but in slow motion, I'm betting it will be different. --- Post updated --- A problem I've found with this is that when you use the ETK or other similar car that has "emergency stop" 4-ways, they will interfere. If you enter the trigger it turns on your blinker, then you leave, it turns it off. BUT if you're in it with your blinker on and slam on the brakes and the 4-ways come on, now your blinker is no longer actually on, so when you LEAVE it triggers it back on. WHICH brings me back to, "not a very clean way of doing this" so hopefully I can figure out how to get the car to say, "set left blinker to activate, then activate while in trigger, and set left blinker to deactivate if already activated when leaving" and so far the code hasn't worked for that. --- Post updated --- Oh man this code is hurting my damn head, I HATE "not" in programming: Code: local function toggle_left_signal(tdata) if not signalWarnState then signalLeftState = not signalLeftState else signalLeftState = true end if signalLeftState then signalRightState = false signalWarnState = false sounds.playSound(indStartSnd) automatic_indicator_stop = manage_automatic_indicator_stop end if not signalLeftState then sounds.playSound(indStopSnd) automatic_indicator_stop = nop end end In English that reads: "If signalWarnState isn't SignalWarnState then signalLeftState is now no longer signalLeftState otherwise signalLeftState is now true. Now, if signalLeftState is true then that means that both signalRightState and signalWarState aren't true so now play the indicator flash sound. Now if signalLeftState isn't signalLeftState anymore then play the sound of it stopping, and set automatic_indicator_stop to "nop" and that's it. . . . So what I gather from that is, "if the 4-ways aren't on then change the left blinker state from what it was to the opposite (like a toggle(this is saying, "I don't care if it was on or off, just change it from what it was to the opposite either on or off because someone said "blinkerLeft")) otherwise the signalLeftState is now true. So now if the signalLeftState . . . . WHAT. . then make it so the 4ways and right blinker aren't on. The rest is where I need to keep looking but it seems that, "automatic_indicator_stop" can either be "manage_automatic_indicator_stop" OR "nop" which I guess would be the routine for running the blink sequence or not. I hate that this is more complicated than it needs to be in my head. I'd love to see, "If you press blink left and left is already on, then turn it off, otherwise blink it and set the left blinker and 4ways to off as well." --- Post updated --- **AHAH!** I've discovered why your blinker is turning off. It's because the steering wheel has turned. Just like a real car, the programming says, "If you've turned the wheel away from your blinker direction, disengage the blinker." Hahaha uh yi yi something so simple. It's a feature not a bug. So you are setting the left blinker on, then steering, then unsteering, which turns off the blinker. @Crash Hard 01 --- Post updated --- Giving this more thought now I realize, the blinker trigger box only needs to be small enough to trigger the toggle. The blinker will turn off once you've finished the turn. So if you make it simply say "on enter toggle blinker" then it will turn off naturally once you've either steered and returned to center, or if you've counter steered! This whole time I've been worried about setting the blinker STATE to on or off, when really I just need to toggle it regardless because it has an "auto off" feature!! Well then. --- Post updated --- So here's the code to make it work as it should: Code: local function blinky(kdata) if kdata.event == 'enter' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.toggle_right_signal()') end end blink The ONLY thing to add to this is that now you need to name your trigger. In this case the trigger is called, 'blinkRight1" so each trigger will have to have customized names and code, but. . . so what =D Case. Closed. --- Post updated --- Alright well I've found that the blinker doesn't ALWAYS turn off well enough, so I had to figure out how to turn it off. Basically if you want to use the blinker to shift lanes, it won't automatically turn off because there wasn't enough steering input. There are a couple options here. 1.) Place one trigger with this code to turn the blinker one when you hit the trigger named "blinkRight1" in this case: Code: local function blinky(kdata) if kdata.event == 'enter' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.toggle_right_signal()') end end blinky Then place another trigger where you want the blinker to stop and use this code with a trigger named "blinkRight1Stop": Code: local function blinky(kdata) if kdata.event == 'enter' and kdata.triggerName == 'blinkRight1Stop' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.set_warn_signal(0)') end end blinky 2.) Make one large box as I had originally planned and have an "on enter" and "on exit" on a trigger in this case called "blinkRight1" as follows: Code: local function blinky(kdata) if kdata.event == 'enter' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.toggle_right_signal()') end if kdata.event == 'exit' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.set_warn_signal(0)') end end blinky And there we have it! Want left blinker, just change right to left. Tested and works great! --- Post updated --- Also, regarding about your slowmotion question just use, "bullettime.set(valueGoesHere)" so for instance in this code, when you enter the trigger named 'horny4' it will honk the horn, and go into 5x slow motion, then when you leave it will stop honking the horn and set simulation speed back to normal! =) Code: local function honkHonk(data) if data.event == 'enter' and data.triggerName == 'horny4' then be:getObjectByID(data.subjectID):queueLuaCommand('electrics.horn(1);bullettime.set(5)') end if data.event == 'exit' and data.triggerName == 'horny4' then be:getObjectByID(data.subjectID):queueLuaCommand('electrics.horn(horn);bullettime.set(1) ') end end honkHonk
I can not get this to work at all. Code: local function blinky(kdata) if kdata.event == 'enter' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.toggle_right_signal()') end if kdata.event == 'exit' and kdata.triggerName == 'blinkRight1' then be:getObjectByID(kdata.subjectID):queueLuaCommand('electrics.set_warn_signal(0)') end end blinky
Did you make the trigger correctly? --- Post updated --- Sorry stupid phone. I meant NAME it correctly. --- Post updated --- I only tested that with the etk and marauder, though that shouldn't matter
Yes me to, If you want to look into some more stuff, I have something for you Breaking breakgroups with triggers (like a bumper or door falling off when driving into the trigger