|
| 25 Jul 2015 09:54 PM |
In a script how would you make a ranking position for players in a race . like would there be values/magnitude involved, or scripted parts. I don't really need it its just been on my mind..
|
|
|
| Report Abuse |
|
|
|
| 25 Jul 2015 10:05 PM |
Well, what pops into my mind is inserting stringvalues into a player when they cross the line, and if you find the first place value in a player give him the second etc. Then just find the value in each of the players and have a ranking system that detects each value.
Probably inefficient, but its what pops into my mind |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2015 10:42 PM |
| What about if players overlap o3o |
|
|
| Report Abuse |
|
|
cgjnm
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
|
|
| 25 Jul 2015 10:45 PM |
| If the track is in a straight line, you could just detect the player whose torso is in the 'First' position |
|
|
| Report Abuse |
|
|
CrowClaws
|
  |
| Joined: 04 Jul 2010 |
| Total Posts: 4466 |
|
|
| 25 Jul 2015 10:49 PM |
lmao i did something like this and it took so much trig to get it super accurate >:3
no way i am giving it away, sold it so... i can't... |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2015 10:57 PM |
| I was thinking of welding super flat parts on their z axis but large on x and y and making it so if ur not placed last or if the player that touches it above ur ranking then it ignores otherwise it places them ahead of you. And btw I'm not asking for a full depth explanation just little hints. |
|
|
| Report Abuse |
|
|
cgjnm
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
|
|
| 25 Jul 2015 10:59 PM |
| Have a value in them for each time they pass a 'Checkpoint' and whose ever number is highest is the player in first, then second etc... |
|
|
| Report Abuse |
|
|
| |
|
|
| 25 Jul 2015 11:01 PM |
| But what if they overlap b4 a checkpoint? |
|
|
| Report Abuse |
|
|
cgjnm
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
|
|
| 25 Jul 2015 11:02 PM |
| Have several checkpoints really close (like 2 or 3 studs apart) |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2015 11:08 PM |
| Good idea but can u think of any other ways? |
|
|
| Report Abuse |
|
|
CrowClaws
|
  |
| Joined: 04 Jul 2010 |
| Total Posts: 4466 |
|
|
| 26 Jul 2015 09:15 AM |
yeah domg a bunch of gates or whatever would work but it's a lot of work ot put that many nodes
i suggest doing some crazy math (hint hint) |
|
|
| Report Abuse |
|
|
|
| 26 Jul 2015 09:49 AM |
if u wanted to do it in realtime and not just when someone crosses the line then, u could use PathfindingService and then detect how many Invisible Markers there are (which are usually used for an NPC to follow) and the one with less markers get's get's 1st place, but 1. It would be laggy to keep re-doing it. 2. It could find a path that goes the opposite way.
"My Life is going Good... but..." |
|
|
| Report Abuse |
|
|
|
| 26 Jul 2015 09:56 AM |
| Would the crazy math include x, y and z on a vector 3 position? |
|
|
| Report Abuse |
|
|
cntkillme
|
  |
| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
|
|
| 26 Jul 2015 09:58 AM |
| Invisible parts (aka checkpoints) |
|
|
| Report Abuse |
|
|
|
| 26 Jul 2015 10:00 AM |
| What if it was a large scale map that would take long af but anyway thx, this went on so long idk why I'm even asking this XD. I was curious of rukuryios sprint race game . Thx for your suggestions doe :P |
|
|
| Report Abuse |
|
|
cntkillme
|
  |
| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
|
|
| 26 Jul 2015 10:04 AM |
| Well you mainly need it on turns and stuff |
|
|
| Report Abuse |
|
|
|
| 26 Jul 2015 10:36 AM |
^
"My Life is going Good... but..." |
|
|
| Report Abuse |
|
|
|
| 26 Jul 2015 12:18 PM |
Okay, place checkpoints at each turn to define these "sections" of the track which are straight.
Determine who's in which sections to finds who's furthers etc.
To determine who's furthest in that section use .Magnitude from the next checkpoint.
For example say it's a track with 4 turns, 3 people haven't crossed the first turn.
2 are crossing the 2nd turn
and 4 have crossed the 3rd turn.
The first 3 people are in SectionA, the 2nd 2 are entering SectionB, and the last 4 are in SectionC. Within these sections were can determine who's furthest by checking the magnitude to the next section, that way we can tell in what order they are in the individual sections, and then order them via the sections.
I may have made that complciated O_O |
|
|
| Report Abuse |
|
|