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Is there a way to make a sackbot spawn with grabbinators
Archive: 3 posts
I guess I know that its possible but I don't know why when I give my controllinatored sackbot Grabbers the bot won't grab anything using R1. I really want this to work. BTW I think it may even be possible to save a programmed sackbot with the grabbers. If not though my plan is to make R1 trigger a counter set to one and no reset. then the counter will set off an emitter producing a single Grabbinator station that will disappear immediately afterwards. The problem I'm experiencing however is that after my Sackbot has the Grabbers he still won't grab anything. I originally assumed this was just because R1 was being overridden by my Emmiter that I didn't want multiple uses available for. So I set the emmiter to R2 and still no grabbing available, so I then tried placing a piece of sponge down to grab, nothing, ok material changer making it grabbable, STILL NOTHING!!! I'm lost... please someone help me. This is for a fighter and I'd really like to use the Grabbinator and not have to resort to what I have seen others do with there fighters. | 2011-02-14 06:36:00 Author: Joseph_simmons86 Posts: 9 |
I think the only way you can do it is to trigger the r1 input on the sackbot when he's close to what you want him to grab. That's the way I did it for my basketball level. You can save a sackbot with grabinators. Just make him pass through a grabinator gate in create mode, then save him. | 2011-02-14 15:54:00 Author: Unknown User |
Wire the emitter to R1 and a 2nd behavior chip that can use grabinators, Then a timer that resets to the original chip and turn off use of grabinators for it, so it will take them off when the timers reached. | 2011-02-14 18:52:00 Author: Unknown User |
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