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Player-count Sackbot Actors
Archive: 5 posts
I've been working on a level which opens with a cutscene, showing the players' sackpeople (as sackbots, of course) entering the level. However, I only want the sackbots for players 2 onwards to show when there's a player for them. If there are only two players, then only the two sackbots are shown (so #3 and #4, being set to copy those players' outfits, are out of the picture). Bear in mind that when opening a level with a cutscene, the players arrive through the entrance once the cutscene is over, and as such, using a player sensor with a requirement on 'Number of Players Required' won't work. The best example I can think of would be the first cutscene with Da Vinci. If there's only one player, there's only one sackbot - if there's more, each have their actor sackbots. So all in all - is there a way to hide sackbots if there's not a player for them, or conversely, a way to emit some into the scene when there's more than one player? | 2011-02-11 11:48:00 Author: Unknown User |
What I would do is set up four player sensors and set each to require a different number of players, (set one to require one, one to require two, etc) and wire each to an emitter that spits out a sackbot. | 2011-02-11 15:10:00 Author: Sehven Posts: 2188 |
Will it still work considering the players hadn't even came in through the entrance, though? Being an opening cutscene, the players only enter once it's over. | 2011-02-11 17:16:00 Author: Unknown User |
Bear in mind that when opening a level with a cutscene, the players arrive through the entrance once the cutscene is over, and as such, using a player sensor with a requirement on 'Number of Players Required' won't work. There's a possibility that what your running into here is the fact that players wont spawn unless the checkpoint is visible (or at least within camera range). Try making sure that the first camera in your cut scene could show the checkpoint (you can still hide it behind something) Of course i dont know all of the details of your situation but i have a level that uses only movie cameras and have had a bit of experience troubleshooting them. | 2011-02-11 17:16:00 Author: Deftmute Posts: 730 |
Ah, I see. I'll see if I can make a hiding place for the players then move them to the level start. That should work fine Thanks for the help! | 2011-02-11 17:28:00 Author: Unknown User |
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