#1
Sequence End Toggle
Archive: 4 posts
I was wondering if there was anyway to add a logic object that will activate after the sequence is complete. I am trying to make a special move for a sackbot which evolves him flying into the air and rapidly falling down to make a ground pound type of attack. I am using an AND gate to make the ground pound animation so as to eliminate the height problem if one should do the move way to high. Any help or suggestions? ![]() | 2011-01-23 06:00:00 Author: Unknown User ![]() |
Possibly at the end of the sequence add a battery then attach it to a toggle switch off of the sequence. | 2011-01-26 05:47:00 Author: spAnser ![]() Posts: 17 |
I don't know if this'll work, but try placing te logic directly onto the sequencer in a microchip so it's not all jumbled up. Or you could put a magic mouth (which does nothing) on at the end of the sequence and attach the magic mouth output to whatever logic you want to activate. I'm not sure if either of these will work though... ![]() | 2011-01-26 07:05:00 Author: mutant_red_peas ![]() Posts: 516 |
Hey I had to do this in one of my top down racing levels for a boost sequence, what you need to do is extend the sequencer just enough to fit a battery in. Place the battery at the end, so the battery will be activated when the original sequencer would have ended, then hook the batteries output to whatever you need. No timing issues, and the result you wanted. Especially helpful because the battery will stay on until the sequencer is reset, so it almost acts as a toggle too. Hope I helped! | 2011-02-02 18:49:00 Author: Crownz ![]() Posts: 10 |
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