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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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