WIP Beta released Avalanche Climb 0.8.2.1

A hill to climb and a bunch of scenarios that pit you against cascading objects.

  1. HighDef

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    HighDef submitted a new resource:

    Avalanche Climb - A hill to climb and a bunch of scenarios that pit you against cascading objects.

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  2. HighDef

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    I think that I may add a Multi-seat scenario for this.
     
  3. Squatch32560

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    Does this by chance use the portals? Like on Simple Map?
     
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  4. Gavril T85

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    I like the idea, I hope to see more like it in your future scenarios!
     
    #4 Gavril T85, May 18, 2018
    Last edited: May 19, 2018
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  5. RyvyLo

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    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
     
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  6. HighDef

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  7. HighDef

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  8. ZealousPlum

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    I love when people play with experimental stuff, I think it starts encouraging other mod creators to push the envelope a bit
     
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  9. HighDef

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    I have only just seen your message. I shall add this into scenarios as it bugs me too.
    Thanks very much for your assistance.
     
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  10. HighDef

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    HighDef updated Avalanche Climb with a new update entry:

    No more player teleport

    Read the rest of this update entry...
     
  11. Ewanc

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    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.
     
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  12. torsion

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    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:
    1. 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.
    2. 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.
    3. 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...
    4. 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.
    5. 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.
    6. Naming your map "hill" is asking for trouble with name collisions.
    7. 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...
     

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  13. HighDef

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    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.
     
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  14. torsion

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    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.
     
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  15. HighDef

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    HighDef updated Avalanche Climb with a new update entry:

    Teleport fix

    Read the rest of this update entry...
     
  16. HighDef

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    Thanks again for your input. I will be working on this tomorrow so hopefully, I can clean up some things. Might stream it.
     
    #16 HighDef, Oct 18, 2019
    Last edited: Oct 18, 2019
  17. davidinark

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    Wahoo!! I cannot wait to fire the bad boy up again! :)
     
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  18. HighDef

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    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.
     
    #18 HighDef, Oct 19, 2019
    Last edited: Oct 19, 2019
  19. HighDef

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    HighDef updated Avalanche Climb with a new update entry:

    Map update

    Read the rest of this update entry...
     
  20. HighDef

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    HighDef updated Avalanche Climb with a new update entry:

    Content update

    Read the rest of this update entry...
     
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