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Detecting when a tag is not present
Archive: 4 posts
The answer to this question is no doubt blindingly obvious, but I ask that you forgive me as my new meds are making my head fuzzy. I need an object to detect when a particular tag (on a sackbot) is no longer present. This was easy in the first game (and probably still is), but I don't spot how to go about it. I set my tag sensor to invert output, but that doesn't appear to work how I expected it. In case it's important, it's hooked up to a counter that pulses a signal to an emitter (I'm trying to emit another sackbot when the current one is killed). Thanks for the help. EDIT: I've noticed that the cable running from my tag sensor is dim when the tag is in range, but if I set it to inverted the cable lights up (while the tag is still in range). Either way, it doesn't trigger the counter at all. EDIT(again): I can manually make the counter trigger (and then it resets itself) and the wire to the emitter lights up. But it doesn't emit. EDIT(final one): Nevermind. It was simple and obvious. All fixed. | 2011-01-31 08:20:00 Author: Unknown User |
You have it down. Did you make sure the sackbot had the same tag as the sensor? And if the radius is set right? And is the emitter on one -shot? | 2011-01-31 08:24:00 Author: Devious_Oatmeal Posts: 1799 |
What did you expect to occur? The method you described should have worked. Is the emitter on the Sackbot, cause if it is destroyed, the emitter is gone as well, so no new sackbot can be emit. The tag sensor should be off when the tag is in range, and on when it's not. | 2011-01-31 08:27:00 Author: SSTAGG1 Posts: 1136 |
I always keep my tags green and just add labels. It turns out an aquaintence of mine changed the tag sensor to detect a blue tag while I wasn't looking. Took me a while to realize it. | 2011-01-31 15:15:00 Author: Unknown User |
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