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Sackbot Checkpoint With Sackboy Checkpoint Visuals
Archive: 2 posts
This is how to make a sackbot checkpoint with a sackboy checkpoint visuals. I know there is already a good video on sackbot checkpoints, but here is one that can help keep the illusion that you are controlling a sackboy. The way my respawn logic works is I have an inverted tag sensor that activates an emitter. I use AND gates and NOT gates to select which emitter, or which checkpoint. A tag sensor with a permanent switch mechanism (counter set to 1 [at the checkpoint]) activates one of these AND gates. It also goes through 4 XOR gates. From the death sensor (or your AND gate if you want to be specific), a selector with 6 ports and 1 current state port is activated withe the cycle input. The first port is empty, because you don't want anything to happen yet. The next 4 activate more permanent switch mechanisms, each one wired to the 4 XOR gates. The second to last port activates an alarm sound, and an emitter that emits a circle of red neon. The last port activates a Game Ender with the failure option. Then, you make your checkpoint. The center material can be any material you want (I recommend weathered wood from the canyons), but the outer material must be 4 quarter pieces of neon (the outline split into 4 parts). Each XOR gate activates a different piece of neon. The neon's on color is white at 100% brightness, and the neon's off color is 0% brightness, and the color doesn't matter. That's it! I'm not much of a writer, so I hope this makes sense, but if you go into create mode and just follow the instructions, it should work. | 2011-02-18 17:39:00 Author: Unknown User |
I lost you at the word respawn Guess I need more sleep | 2011-02-19 20:23:00 Author: Unknown User |
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