HighDef submitted a new resource: Avalanche Climb - A hill to climb and a bunch of scenarios that pit you against cascading objects. Read more about this resource...
Nice little concept ! It's quite fun to mess around with But the fact that the car is also teleported up the cliff when falling down bothers me... I think you could prevent this by adding a new condition for the trigger to teleport the vehicles : that it's not the player vehicle This would look like this : Code: local function teleportPlayer(data) local vehicleName = data.subjectName if data.event == 'enter' and data.subjectName ~= 'scenario_player0' then TorqueScript.eval(vehicleName..'.position = "101 -59.6 1061.003";') end end return teleportPlayer
HighDef updated Avalanche Climb with a new update entry: Map rework and tidy and Pigeons Read the rest of this update entry...
HighDef updated Avalanche Climb with a new update entry: Preview pic update Read the rest of this update entry...
I love when people play with experimental stuff, I think it starts encouraging other mod creators to push the envelope a bit
I have only just seen your message. I shall add this into scenarios as it bugs me too. Thanks very much for your assistance.
HighDef updated Avalanche Climb with a new update entry: No more player teleport Read the rest of this update entry...
Oh yeah, just to clearify I meant; I couldnt get the berrel idea to work with the new version but everything does work fine before I mess with the files. I just replaced the rock references from the first scenario wih barrels. Im only a "copy and paste programmer" so I couldnt debug it.
Great idea @HighDef, thanks for making this. I'm going to take a look into whether anything can be done about the physics engine freak-outs that can happen during resets. I didn't really enjoy the large concrete blocks or the tiny stones - I completed the rest with the default pickup and also played with the offroad Sunburst. Plenty of fun! I noticed that your teleporter code may be a bit of a pain to do maintenance on because you can't see where each one comes out. Here's a script that establishes a target such as a waypoint. That way you can use the script and have a tangible target to work with. It also means that you can bulk select targets and move them around, etc. These examples/notes are really focused on moving the player around but I'm sure you'll easily see how to hook the code up for your purposes. Here it is as a one-liner to play with from the console on Gridmap, targeting Waypoint 2: Code: local subject = 'thePlayer' local target = scenetree.findObject('wp_2'):getPosition() target = tostring(target):gsub("[,]", ""); TorqueScript.eval(subject..'.position = "'..target..'";') Or formatted a little: Code: local subject = 'thePlayer' local target = scenetree.findObject('wp_2'):getPosition() target = tostring(target):gsub("[,]", "") TorqueScript.eval(subject..'.position = "'..target..'";') If the player's vehicle is selected/in-focus you can use getPlayerVehicle(0) instead of a name/label. That could look like this for example: Code: local subject = 'getPlayerVehicle(0)' local target = scenetree.findObject('wp_2'):getPosition() target = tostring(target):gsub("[,]", ""); TorqueScript.eval(subject..'.position = "'..target..'";') Other thoughts on your scenario format: The snaky path up is a little simplistic and with some of the obstacles it results in pretty predictable flow. There's also a tendency for some objects to start sliding instead of bouncing. Maybe a rockier surface with LESS drastic contouring but more aggressive lips and crannies would result in more chaos. This is likely something you've already considered: I'd like to see a scenario where the obstacles have MORE stopping power, but do LESS damage to the vehicle. I imagine that it would have an effect similar to the plants in Utah. I think that all of these could be converted to quickraces so that people could change vehicles while competitive scenario conditions is turned on. This would also give you a local high scores table as a bonus... A downhill one could be fun. I tried it with the big rocks. I think that hotlapping (one of the QR formats) with big rocks and a lighter grade would be great... you'd be rocketing downhill with boulders bouncing around you and everything repeatedly warping to the top. I've attached a quick and dirty pair of files for that as a scenario, but it would work much better as a quickrace w/ hotlapping. What I think would be best would be to maintain similar teleportation targets for the boulders but filter out the player into a set of targets which is closer to ground level in order to make it easier to maintain control. A lighter grade might necessitate some extra tricks to keep the momentum up on those big rocks. You can just drive straight up the hill outside of the obstacle-chute. Obviously this spoils the fun, but it seems best to fix that. Just add a wall, ledge, etc. Naming your map "hill" is asking for trouble with name collisions. You've got some errors in your hatch configs and info jsons. Please check the log (~). Looks like you forgot to put quotes around a string here and there, eg NA should be "NA". --- Post updated --- PS: Really we should probably break all of that Lua out of those triggers and into a function, extension, or something. That would be much cleaner - you'd just pass the subjects and targets as arguments. Then changes to the Lua could be made in a central location. Similarly, the teleport triggers and (hypothetical) target objects can all be moved to a single prefab. Each scenario can load as many prefabs as you need. This way you can centralize your management of these items as well! --- Post updated --- PPS: I'm a bit out of date! We can now achieve a teleport with an all-Lua script: Code: local subject = 'thePlayer' local target = 'wp_2' scenetree.findObject(subject).position = scenetree.findObject(target).position or Code: local subject = 'thePlayer' local target = 'wp_2' scenetree.findObject(subject).position = scenetree.findObject(target).position pretty simple...
Fantastic, i will look into this when i am on it next. I will probably need some assistance if you don't mind, i am very keen on lua scripts but i have no real experience with them. Thanks for taking the time to help.
No problem. I've only worked with triggers a little bit in the past, but I don't think it will be a big deal to get this implemented. Some official content uses triggers so we've got something to refer to.
HighDef updated Avalanche Climb with a new update entry: Teleport fix Read the rest of this update entry...
Thanks again for your input. I will be working on this tomorrow so hopefully, I can clean up some things. Might stream it.
Yes, it is great that it works again. If you are going to do a video make sure you get v0.8 as the map has been updated.
HighDef updated Avalanche Climb with a new update entry: Map update Read the rest of this update entry...
HighDef updated Avalanche Climb with a new update entry: Content update Read the rest of this update entry...