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Its worth thinking about using the 'Sync + Pause' method instead (or the tag-triggered method if you have custom karts) - ?
I spent almost as much time on the lap-triggered barriers on 'Alphabet Avenue' as the letters themselves, yet still without a reliable result so used the 'Sync + Pause' method as an alternative and it seems to be fine.
To find ideal timings, playtest at a range of player speed / abilities with all features except the gates, then try playtesting again to tune the gate motors / pistons etc Sync and Pause settings. Remember to allow for player time through a gated section if you're also using an end gate, and include a moving / revealing bounce pad or jump to let them out just in case they still get trapped.
Perhaps the lap triggers are glitched or just temperamental - ? - I don't know. Another track of mine uses lap triggers to change track lighting / custom kart headlights etc and thats OK, but on repeat plays you can still notice some time variations even when consistently in 1st. --- beep
Thank You for taking the time to reply. I am going to try your method next. If I fail on that...I am done with gates! --- FORUMS: A place a person can ask a serious question & receive rude replies that have nothing to do with the question!
I figured out what the problem was for the most part with the help of a friend. You must actually test race and not test track ( up on D pad ) if the sensor is set to over 1 lap.
I tried the sync method and it does indeed work and is simple. not sure which to use? --- FORUMS: A place a person can ask a serious question & receive rude replies that have nothing to do with the question!