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Help with Level.
Archive: 5 posts
Hello, I am trying to design a basketball level in which the player that throws the basketball (elastic ball) in the net, will get 100 points. After the ball goes through the net I would like it to dissapear and emit another in the middle. I know the basis on how to do this, I assume with tag switches but Im not really sure how to go about doing this. I have the emitter set up and everything but I would love if someone could explain how I could do it. Much appreciated, -Cakeman9 | 2011-01-22 02:04:00 Author: Unknown User |
I think I might know how. Try this: -Put a microchip on your basketball -In the microchip, attach a tag sensor to a destroyer and a score giver, then tweak the score giver to give 100 points (and tweak the destroyer to whatever effect you want) -Put a tag of the same colour as the tag sensor in the hoop. -Okay, now you go to the emitter, set the object as the basketball. Set the "max emitted at once" to one, and the lifetime to infinite. Now, I'm not certain, but that should work. | 2011-01-22 02:20:00 Author: Unknown User |
Alright, those are some pretty sweet tools :o I never did all the tutorials yet so that explains my lack of knowledge. Anyways, It works great, the ball starts in the middle, I pick it up, toss it in the net an the score is given however... it would be perfect if the emitter didnt shoot one out, explode, shoot another explode, and I have the lifetime set to infinite and max emitted set to one. The tag sensor is on the microchip like you discribed, and the tag sensor is hooked up to the emitter, would it be possible that even after the ball is destroyed the emitter keeps emitting because it has been triggered? | 2011-01-22 03:28:00 Author: Unknown User |
If you have the emiter set to one, and to destroy the original copy, you shouldn't even have to fool with the destroyer. if you let it emit your first ball it will, as you have seen, destroy that one as soon as going through the net triggers it to release a new one.. Sounds like your problem is the way your emitter is set. Set it to one shot instead of on/off. | 2011-01-22 03:34:00 Author: tdarb Posts: 689 |
Got it working, the destroy oldest when max is reached was set to on. Thanks for the help guys. | 2011-01-22 03:40:00 Author: Unknown User |
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