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#1

Multiplayer Sackbot Checkpoints?

Archive: 3 posts


Ok, I have a level where you play as a sackbot. No surprises here.
I have used comphermc's new tutorial (Well, something pretty much the same - emitters are on the checkpoints not the followers) for a checkpoint system and it works great. The problem I'm having is multiplayer.At the moment only one player uses the sackbot.

I would really like all of the players to be able to use a sackbot. But I can't figure out how to make checkpoints work. At the moment players are zipping off to the previous checkpoint and dying due to being off-screen. I don't really want checkpoints that often to prevent this.

Can anyone offer a solution? Or do I need to clarify anything?
2011-02-27 21:57:00

Author:
Jedi_1993
Posts: 1518


Why do you have the emitters on the checkpoints? You are using way more thermo. To fix this problem use an AND gate before the emitters to chech if all the players are close (don't need to check the tags on the followers, just use a player sensor set to require all)2011-02-27 22:52:00

Author:
Shadowheaven
Posts: 378


Why do you have the emitters on the checkpoints? You are using way more thermo. To fix this problem use an AND gate before the emitters to chech if all the players are close (don't need to check the tags on the followers, just use a player sensor set to require all)

Thanks! I was almost certain I was going to have to redo the checkpoints anyway. The solution is so simple! Thanks again.
2011-02-27 22:54:00

Author:
Jedi_1993
Posts: 1518


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