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Enemies that die on impact, and problems with Sackbot cameras

Archive: 2 posts


I'm trying to make enemies that behave in the same way something like an old Sonic game would, where so long as Sackboy makes contact with them while jumping, they are destroyed. I'm having trouble figuring out how to get this to work, though. Obviously, the Destroyer sensor is involved, but I'm not sure how to configure things to make it so that contact with the player is what destroys the object.

Also, I'm working on a level where a Controlinator is at the beginning, and when the player sits in it, the camera cuts to a controllable Sackbot. The problem is that when I test the level, the camera starts out focusing on the Sackbot and not the player. I'm using a template with two NOT gates and two movie cameras I got from a community level, which I can post more details about if necessary. I just want to make it so that the camera doesn't focus on the Sackbot until it's being controlled.
2011-02-01 15:25:00

Author:
Behonkiss
Posts: 229


The Destroyer object is a material tweaker, not a sensor: it only receives a signal, does not give out a signal itself. When active it destroys the object attached to; it does not register destruction.

Instead use a tag sensor on the enemies to destroy themselves when in close proximity of the player tag (which is stuck to the player's sackbot). Probably best combined with an Impact sensor:

Impact sensor + Tag sensor (triggered by player in very close prox.) > AND gate > Destroyer, Score Giver

Forget the Impact sensor and the AND gate. A sackboy does not collide with another sackboy; they just run through each other.

Camera issues, read this (https://lbpcentral.lbp-hub.com/index.php?t=44239-Sackbot-A.I-and-Logic-Tutorials).
2011-02-01 15:57:00

Author:
Antikris
Posts: 1340


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