Distance

Distance

Choochoo Chase [Sprint]
4 Comments
Tesselode Dec 18, 2014 @ 7:26pm 
I understood some of the things you said.
Tachrayonic  [author] Dec 18, 2014 @ 5:46pm 
With offsetting the spherecolliders, I didn't want to use that because the spheres didn't graphically represent that they were actally offset.

I just tested this now, and the sphere does actually offset even though it doesn't look like it has. Makes it a pain to use though.
Tachrayonic  [author] Dec 18, 2014 @ 5:42pm 
I used a combination of the VirusMazeTowerFat and VirusMazeCeiling objects, which both have the InterpolateToOnTrigger set of properties (which allows them to move once when a player enters their sphere collider.

As with the timing issue, I had to make them all launch at once, but the triggering spheres are all relative making it difficult to use them, so I had to make them all trigger wight when the player spawns. Typically, the player takes longer to spawn in multiplayer mode than suingleplayer mode, and the multiplayer time can get randomly offset too making ti impossible to time it for that.

An option to sync the triggers would be to use a teleporter to get the player from ouside all the triggering spheres to inside them all, but that's not really in the spirit of Choochoo Chase.
Tesselode Dec 17, 2014 @ 5:22pm 
How did you make the train?