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Did anyone try to limit sackbot movement by collision in the beta?
Archive: 3 posts
So excited for the game... Sorry to get really technical, but I'm trying to map out a level I want to make and I was wondering if anyone built a way to keep sackbots from moving past each other in the beta. In other words, can you make it so that a player controlled sackbot can't move past (in others words, move through) an ai controlled sackbot, except by jumping over them? I'm thinking of trying to do it by hooking up two left/right directional tag sensors that shut down left and right movement respectively when they sense something nearby... can't think very clearly about what problems this might create. Is there a more obvious way of doing it anyone can think of, or has seen done? Thanks for reading Alex | 2011-01-18 00:18:00 Author: Alic Posts: 81 |
I go two ideas. You can build in a little mechanism in the non controlled sackbots with two basic overs, two repel them from the AI. Another way to do this is place a piece of hologram on to the controlled sackbot, place a microchip that has a follower that follows a tag (the tag will be placed on the controllable sackbot), and also put another tag on the following hologram microchip. Then, on the non controllable bots, place a follower, with a small radius, tweak it to follow the tag that follows the AI bot, but tweak the setting that says flee. As it has a small radius, it'll only do it when it's close. | 2011-04-05 07:44:00 Author: sackruler905 Posts: 103 |
I do encourage you, and anyone who read thois, to look at the date where something was posted, before replying to it, you may very well be replying to a dead thread, or a cmment to someone not even in the site anymore, or when the problem's most likely been long solved. | 2011-04-05 09:02:00 Author: Silverleon Posts: 6707 |
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