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#1

Help using object's to select emitter (create power ups in shooter level)

Archive: 2 posts


Hello all,

Basically I'm trying to create a way to 'upgrade' or 'power up' a weapon. The best example I can give of this already happening is in the Avalon Score Challenge level Gobotron. It basically has you pick up an object, which I'm assuming has some sort of tag on it and changes what I'm assuming is an emitter from firing a single bullet, to double bullets.

What I want to do is basically replicate this process for a level. I have created a twin stick shooter style craft that uses an emitter to fire projectiles at enemies. I then will emit, objects complete with tags to activate an alternate emitter on the craft and disable the original for a set time. After that time it resets and defaults back to the original emitter.

Does anyone have any pointers or advice? I'm turning my brain to mush attempting to figure it out. I've come close using a multitude of counters, timers and toggle switches but it's time for me to call on the community for help as I'm clearly missing something.
2011-02-17 15:27:00

Author:
Unknown User


why not hve a tag sensor or whatever activate once your recieve your power up and strt a timer, which has inverted output, on the selector switch make it so your input for firing (x or whatever) selects port one which is the single bullet emiter, and for input 2 use an And gate to sence when x is pressed and the timer is running? (not sure if that would work, not tested) and that should change the selector to use output two, which could be your dual firing emittter? I hope that makes sence.

Like I said I'm not sure it would work but worth a go!

Littlebig Peggles
2011-02-17 16:50:00

Author:
Unknown User


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