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creatinator messed up grabbing so I need a work around
Archive: 4 posts
I keep running into the same logic problem in my level in one form or the other. Easiest example is I want to have an elevator activated by a switch and have a sound effect play the entire duration of elevator movement and then stop. Current setup is Elevator: block of wood with two pistons set to forwards/backwards Switch: ??? attached to pistons and sound effect My first thought is EASY! A grab switch BUT!!! My main problem is the creatinator is a constant in my level and you can't creatinate and grab a the same time D: So how would you make a 1) switch that doesn't need to be grabbed to be activated that 2) triggers up or down movement for an elevator while 3) making a constant noise for the duration of movement but then 4) the noise stops when the movement stops but can 5) start up again if the movement starts again? I've mulled this over a couple of days and I think it has got my brain all scrambled up. It's probably a really simple fix, right? | 2011-02-08 22:24:00 Author: Carabbit Posts: 5 |
My main problem is the creatinator is a constant in my level and you can't creatinate and grab a the same time How about a nearby Controlinator set to Nearest Player, and take a wire off its R1 output - then you could still detect R1 while wearing the Creatinator, or indeed any other controls you care to use, I mean up and down on the left stick don't do much most of the time, so you could use those to move the elevator up and down. | 2011-02-08 22:37:00 Author: Aya042 Posts: 2870 |
Wouldn't that suck the player into the controlinator though, thereby making it impossible to actually grab the grab switch? | 2011-02-08 22:56:00 Author: Carabbit Posts: 5 |
Wouldn't that suck the player into the controlinator though, thereby making it impossible to actually grab the grab switch? Only if you set auto-enter to be on, which by default it isn't. | 2011-02-08 23:08:00 Author: Aya042 Posts: 2870 |
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