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#1

Sequencer Help

Archive: 6 posts


Hey guys!

I'm making a story oriented level and I have the player walk by a bartender. I have a sequencer set to trigger once the player walks by and various dialogues occur. However, I only want the dialogue to occur once and not every time the player walks by the bartender (they have to multiple times during the level). Is there anyway I can make the sequencer trigger only once? I've tried One Shot on all of the individual Magic Mouths and have tried the Toggle Gadget as well as a player sensor gadget routing into the sequencer input, but that just seemed to disable to sequencer all together. Any ideas or straight up answers would be much appreciated. Thanks!

HD
2011-01-23 05:10:00

Author:
Unknown User


I have this same exact problem.2011-01-23 05:49:00

Author:
Fumo161
Posts: 210


Make the player sensor activate a counter with its target count set to 1. That's a permanent switch.

Then attach that to the sequencer.
2011-01-23 05:51:00

Author:
Tyler
Posts: 663


Try attaching a player sensor to whatever it is you want to trigger on a piece of dissolve and have the sensor attached to the dissolve. Once it is triggered it will dissolve with the dissolve.


Just a thought.
2011-01-23 05:54:00

Author:
KILLA_TODDZILLA
Posts: 653


Make the player sensor activate a counter with its target count set to 1. That's a permanent switch.

Then attach that to the sequencer.

An excellent answer. Thanks Tyler.
2011-01-23 06:10:00

Author:
Fumo161
Posts: 210


Make the player sensor activate a counter with its target count set to 1. That's a permanent switch.

Then attach that to the sequencer.

Worked like a charm. Thanks!
2011-01-23 22:08:00

Author:
Unknown User


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