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Is it setuped as individual for each player?
How about setting delays in both event and inside master transformer?
If elevator stopped working, seems like someone else activated that event as it starts always from begin, therefore it may get "jammed".
You could use another gameplay mechanic, such as force field, to force players not to stay on elevator once elevator has reached it's peak.
It technically sounds like that Master Transformer has everything to offer, but requires everyone to play at same way. Having something as backup plan would help the case.
By the way, balls are thrown into air simply because momemtum from current velocity to 0 causes to happen so in laws of physics... ( it is same thing when car crash test with test dummies ), but in here, it is more brutal. You could add force field, which presses down to elevator hard enough to prevent balls being dropped, but that may result of inability to stroke due constant activity to ball, thus having elevator being "broke" as such.
And for top of all on this, Elevators themselves in Golf It! are not easy job to do at all!
Hello,
I totaly understand why the balls are thrown, that's why the easeinout of the master transformer is the best way to create what I have in mind, it works on the editor, but not in a normal game.
The strange thing is that I have another event at the top of the elevetor with a "stopevent" and a new location for the ball if a restart is made, and those conditions works great, so it's only the "restartevent" and reset that fail to work in the normal game.
So I have many options to workaround -
- gravity field at the top and the use of the transform event
- strating on a block in front of the elevetor and let players go on it when the platform is on the ground
- making a "box" instead of a platform to denay the ball to be thrown
but the easeinout effect is really cool and the result is great in the editor, so I really wanted to make it the same on a normal game.
Thanks for you reply.
1. Create your master transformer with the object you want.
2. Put your start/end location and the time of the movement.
3. Put a time for a Start Pause ( for me 10 sec )
4. on the ball spawn of the first course you place an event linked to your master transformer with the event "StopEvent" so the plateform will not move during all the game.
5. Put an event between your ball' spawn and the platform on the ground with the event "ContinueEvent"
And it works! Except in practice, the master transformer seems to ignore the start pause...
I am having the same issue that you had so i did what you said. The issue is that the lobby menu counts as being in game so objects still move. it's only when you spawn and hit the event that it stops it. so I am back to square one. I don't know why restart event dose not work.
Hi this issue and my workaround are not relevant anymore (thanks to the updates I guess).
What you can do now, in the master transformer's menu, in the "Time" tab you can choose "active for hole X", just put a couple of seconds in the "Start pause (one time only), so the players with connection problems will not spawn when the object is already in movement.
The only issue I still see, is ball passing through the object when it goes up (maybe connexion/tickrate issue), so the best way to manage that, is not to make the movement of the object too fast. maybe put an event on the ground that relocate the ball where your object end if it still happen.
I will use 3 Event Systems, the Trigger Event wich you will control other events systems on the course. The Elevator Animation Event in wich I code the Transform of the object (or elevator). And lastly the Hole 1 Object Event in wich I select objects that do nothing but need to be invisible for the player ;)
Make sure you place the ball above the Trigger Event, if you spawn in the Trigger Event. Then nothing would happen, no movement of the elevator.
>>>>>>>>>> Hole 1 Trigger Event <<<<<<<<<<
---------- Begin Overlap ----------
"Select Object":
Elevator Event { Activate - PlayAllBeginEvents }
------------------------------------
---------- End Overlap ----------
"Select Object":
Hole 1 Trigger Event {
Delay (0.5 sec)
Transform* ( Z - 500)
}
"Ball":
GolfBall {
SetStartLocation** ( New location to restart on the course )
SetLastHitLocation** ( SAME New location where you restart the location )
}
-----------------------------------
>>>>>>>>>> <<<<<<<<<<
* I always remove the trigger event so it cannot be reactivated againg with the ball. It just messes up the code in the game, so I move into the ground *
** The new loation you wish the players to restart or go to when they press F or R, must be the same place where you push the player out of the elevator with the Invisible Force Field (mentioned later on) **
This next event should be hidden somewhere a golfball cannot reach, inside a house for example. This way a player would not accidently trigger this event. You already have a trigger event made at the start.
>>>>>>>>>> Elevator Animation Event <<<<<<<<<<
----------Begin Overlap ----------
"Select Object" :
Simple Lane 2 Wall {
Delay* (2 sec)
Transform** ( Final Place, 15 sec )
Delay (10 sec)
Transfrom ( Starting Place, 0 sec )
Delay (8 sec)
LoopAtIndex*** (0)
}
-----------------------------------
>>>>>>>>>> <<<<<<<<<<
* Delay a little bit before you let the elevator go up *
** Make sure the object is place on the map where you want to begin the Animation. Then the first Transform will tell the object where it needs to go. The Second Transform is just the starting position the the object already has, no change needed) **
*** If you wish the elevator to continue going up-and-down, add LoopAtIndex (0). If it is only One time only, then no need to add LoopAtIndex. But usually I let the levator continue ***
This next event does not need any triggers, because you just make the objects invisible through their "Default Value".
>>>>>>>>>> Hole 1 Object Event <<<<<<<<<<
---------- Begin Overlap ----------
"Select Object"
Force Field* (Visibility disable) {
...
}
------------------------------------
>>>>>>>>>> <<<<<<<<<<
* Add a INVISIBLE Force Field at the end of the elevator ride, That way you push the player of from the platform safely. UNLESS the levator only moves once, then no need for "Hole 1 Object Event".
This next event is the 2nd trigger event for the next course. If you have added the "LoopAtIndex" for the elevator and you wish to stop that event when you play the next hole.
>>>>>>>>>> Hole 2 Trigger Event <<<<<<<<<<
---------- Begin Overlap ----------
"Select Object" :
Hole 1 Trigger Event {
Deactivate
LoopAtIndex* (0)
}
"Select Object" :
Elevator Animation Event {
Deactivate
LoopAtIndex* (0)
}
------------------------------------
>>>>>>>>> <<<<<<<<<<
* I keep this looping, because in the game sometimes it will not trigger. But it you loop it constantly, muhahahahaha, it does work.
I think I got everything covered. Also do not worry about when the Event System gets triggered. Because it can always be different for everyone. The Tick Rate is only there to let you know the positions of the players in the game, not the objects. The objects just runs on your PC and the server only gives you the players coördinates at your end.