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Randomizer Help!
Archive: 3 posts
Okay, so this is a pretty big part of my level and it won't work at all, so I'ma need some help (whoever comes up with the best solution will be mentioned in the description! Without giving the idea of the level away, imagine a randomizer connected up to LOTS of emitters. The idea would be that ; the randomizer makes one emitter work at one time, then moves on to the next if the emitee(?)is destroyed, it moves onto the next one it actually works. so far I have the randomizer connected up, and it's doing nothing and I have no idea why. I can imagine this being quite a popular level once done which is why I don't wanna give the idea away, but if you need to come see the setup so far pop me a message and we'll arrange something | 2011-01-30 11:42:00 Author: DrunkMiffy Posts: 2758 |
Put a tag on the emitted objects, and link an inverted tag sensor of the same color and with a large enough detection radius to the randomizer | 2011-01-30 13:12:00 Author: Shadowheaven Posts: 378 |
Set the randomisation pattern to "One at a time", and the input action setting to "Override pattern". This will stop more than one emitter from being active at once. Also, use the tag sensor method shadowheaven described, but route it through an OR gate first. This will allow you to start the process with one input. Also, if each of your objects has the same lifetime, you could just set the emitter's lifetime to the appropriate time, and set the randomiser's minimum and maximum on times to the same value, leaving off times at 0, which dispenses with the need for tag sensor feedback. | 2011-01-30 13:34:00 Author: Holguin86 Posts: 875 |
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