1

Topic: Ghost Valley Functioning?

How does the lap system work in Ghost Valley? hmm

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2

Re: Ghost Valley Functioning?

Probably it works by making each switch lower the barrier on the next switch, and at the same time raising the barriers of the other switches. So then you have to travel to go to each next switch in straight order, meaning you go around the track x number of times. Then you probably get the "laps" by making the switch at the finish line make the goal barrier get a step closer to lowering.

(thinking of the bonus lvl with the woodn crate textures in either TDF or RDF)

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

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3

Re: Ghost Valley Functioning?

It's actually quite elegant. One of the checkpoints has two switches. One switch toggles the checkpoint blockers, while the other switch moves the goal blocker. The goal blocker moves in place for a number of activations, so you're forced to make laps until the goal blocker actually moves.

4 (edited by It the it 2018-05-12 22:34:21)

Re: Ghost Valley Functioning?

also if you want, when you place multiple info_camp entities in the same switch position to make the switch activate more than one path_corner, you can set the "invisible" attribute to "1" to all but one of the info_camp entities to keep the switch from appearing dark



EDIT:

parasti wrote:

One switch toggles the checkpoint blockers, ... The goal blocker moves in place for a number of activations, so you're forced to make laps until the goal blocker actually moves.

This xtra switch is what I was referring to when I said

Then you probably get the "laps" by making the switch at the finish line make the goal barrier get a step closer to lowering.

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

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5

Re: Ghost Valley Functioning?

I'm still confused. I can the blockers part working, but I still don't know the functioning on how to have the goal blocker move after a certain amount of laps (or certain amount of switches hit).

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6

Re: Ghost Valley Functioning?

You literally have to place two path_corners at the same coordinates. The blocker still moves along a path, it just doesn't change position. You'll get the best understanding if you just open the map and study it in Radiant.

7 (edited by It the it 2018-05-13 16:11:14)

Re: Ghost Valley Functioning?

quick lazy explanation: (see pic)
(each block represents a path_corner)

In this exapmle I will say that the "timer" attribute of the timer (which is actually only a switch with the "timer" attribute, also an info_camp) and the "speed" attribute of each path_corner is the same number. To make things easy I will say 1 second.

Thinking of the pic, say your func_train is connected to path_corner A1. I colored all of the A blocks pink b/c they would all be path_corners in the same position. Each time you go over the timer the func_train goes to the next A block but does not move. Because there are 3 A blocks, it takes 3 presses on the timer to make the func_train get to the final path_corner, which is shown with the check block.   Note that with the 3rd timer press, the func_train moves from block A3 to the check block (the func_train finally actually moves a distance).

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It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

avatar drawn with ANVIL-1000MD (c) and scaled down with GIMP

8

Re: Ghost Valley Functioning?

I got it to function! Thanks guys! smile

Download My Levels Here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
I Also Have 3 WIP Sets That I Would Love To Have Some Feedbacc On.