#1
Creatures destroyed = Gate opened
Archive: 18 posts
How do I make it so that once all the creatures in a certain area are destroyed, it opens a gate to let you continue on? I've been trying for a while but I can't seem to get it, not even for one creature. | 2011-02-09 02:01:00 Author: Unknown User ![]() |
I think you can make a inverted tag sensor and place tags on your creatures, when there are no more tags the gate will open. | 2011-02-09 02:03:00 Author: cheesemuffins99 ![]() Posts: 102 |
^ My thoughts. I think there should be even more sensors built off the LBP?1 sound effect triggers. They added a few like Impact Sensors but from viewing so far I can't find an "On Destruction" sensor. Or you can use the Destroy tool thing and just make it so when you use that the gate opens. :3 | 2011-02-09 02:16:00 Author: Cronos Dage ![]() Posts: 396 |
Thanks guys. I will try out whatever everyone has to say in the morning. | 2011-02-09 02:19:00 Author: Unknown User ![]() |
I think you can make a inverted tag sensor and place tags on your creatures, when there are no more tags the gate will open. ^ Indeed. Just to expand on that, to make it bit clearer... Place tags (of the same color, i.e. blue) on all your creatures. Place a tag sensor and tweak it so it detects ALL of the tags of that color (blue). Invert it. Connect the tag sensor to whatever mechanism you used to open your gate. Once all the creatures are destroyed, the gate will open. ![]() | 2011-02-09 05:16:00 Author: Ninja_Gnome23 ![]() Posts: 198 |
Or you could put a key inside one creature and that opens the door. ^ Indeed. Just to expand on that, to make it bit clearer... Place tags (of the same color, i.e. blue) on all your creatures. Place a tag sensor and tweak it so it detects ALL of the tags of that color (blue). Invert it. Connect the tag sensor to whatever mechanism you used to open your gate. Once all the creatures are destroyed, the gate will open. ![]() However if a random i.e. blue coloured tag falls into range (like you have some logics above it with a blue tag and it falls) it can re-activate the sensor. Make sure in your background you have no other tags of the same colour or these tags on the creatures have a label the same as the one on the sensor. ![]() | 2011-02-09 07:44:00 Author: mutant_red_peas ![]() Posts: 516 |
Or you could put a key inside one creature and that opens the door. Wait...wouldn't the player only have to kill the creature with the tag then, for the gate to open? They want x amount of creatures to be destroyed before the gate opens, not just one. However if a random i.e. blue coloured tag falls into range (like you have some logics above it with a blue tag and it falls) it can re-activate the sensor. Make sure in your background you have no other tags of the same colour or these tags on the creatures have a label the same as the one on the sensor. Lol. And why, exactly, would there be random bits of logic falling from the sky? But yes, making sure not to have any other tags of the same color within the range of the tag sensor is important. | 2011-02-09 08:03:00 Author: Ninja_Gnome23 ![]() Posts: 198 |
You could always just label your tags....problem solved! | 2011-02-09 08:10:00 Author: Unknown User ![]() |
I added the tag system and the gate stays closed before I kill anyone, but once I kill someone the gate opens, but I want it to open when all 9 people die, not just 1. | 2011-02-10 00:37:00 Author: Unknown User ![]() |
On each enemy put a tag and name each 1 ie: Door1, Door 2, etc. Near the door put a microchip with 9 tag sensors and 9 NOT gates. Name each sensor to correspond with a tag. Door1, Door2, etc. Next put an and gate onto the microchip and set it to 9 inputs. Attach each sensor to one of the NOT gate inputs and the output of each NOT gate to one of the AND gate inputs and attach the output of the AND gate to the door mechanism. Make sure you adjust the range of the tag sensors so that the tags are all in range. There is probably an easier way but this should work. I was just going on the previous tag sensor idea. I'll have a look later and see if i can come up with a simplified way of doing it. | 2011-02-10 00:58:00 Author: Chicago51 ![]() Posts: 258 |
do the tag system like you said but just connect them to a counter with a value of 9 | 2011-02-10 01:02:00 Author: Jboy1995 ![]() Posts: 48 |
By the way do the enemies have creature brains or are they sackbots? | 2011-02-10 01:06:00 Author: Chicago51 ![]() Posts: 258 |
creature brains | 2011-02-10 01:19:00 Author: Unknown User ![]() |
^ Indeed. Just to expand on that, to make it bit clearer... Place tags (of the same color, i.e. blue) on all your creatures. Place a tag sensor and tweak it so it detects ALL of the tags of that color (blue). Invert it. Connect the tag sensor to whatever mechanism you used to open your gate. Once all the creatures are destroyed, the gate will open. ![]() I just tried this and it worked for me. Are you on lbp2 at the moment? If so add me Chicago51. I can show ya. | 2011-02-10 02:04:00 Author: Chicago51 ![]() Posts: 258 |
Wait, if you have a tag senor on the door and it is sensing the ENTIRE area of creatures for tags, they all have tags on them, then the door should not move. If it's moving then there is a problem in the logic. To avoid any tag issue, be sure they are all the same color, name them all the same tag name (ex. Door1) and name the tag sensor the same. This is causing a problem? | 2011-02-10 02:09:00 Author: RSQViper ![]() Posts: 302 |
It might be that the issue is the creatures come down separately? As in first one.. then two more etc.. If that is the case. I would put the tags on the last set of monsters only. Have an AND connected to the door. One side fire a perm switch from whatever sends the last set of creatures down. The other side of the AND have a tag sensor set to reverse looking for the creature tags to be gone. This will sound a bit weird, but since there is the AND on the door, both conditions must be met. Condition one = perm switch fired Condition two = No last monsters. The reason this might be weird to some as most the time the other side of the AND will be in the wrong state, but the perm switch on the other side of the AND will prevent the door from opening until AFTER the perm is fired AND the last creatures are gone. ..and of course there are many more ways to do it. This one will take less components.. if of course it is true that the creatures come in waves. | 2011-02-10 03:39:00 Author: jwwphotos ![]() Posts: 11383 |
I got it to work! ![]() This isn't a big deal, but I might as well ask it since I'm getting so much help. Is there anyway I can make it so that once the gate fully opens it stops? In my game the gate just opens, then goes down again and closes, then opens, closes and so on in an infinite loop. | 2011-02-11 00:57:00 Author: Unknown User ![]() |
I got it to work! ![]() This isn't a big deal, but I might as well ask it since I'm getting so much help. Is there anyway I can make it so that once the gate fully opens it stops? In my game the gate just opens, then goes down again and closes, then opens, closes and so on in an infinite loop. Did you change the input action of the piston to back and forth...the symbol with the arrows pointing back and forth? | 2011-02-11 01:34:00 Author: Biv ![]() Posts: 734 |
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