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#1

Level door customization.

Archive: 7 posts


So we can have a door for player 1, player 2, player 3 and 4.

It'd be something to tweak on the door menu. If there's not enough doors for every player, the excess players spawn at the last checkpoint.

Ie, 4 player join a 2 player only checkpoint game, the 2 other players start at door for player 2.

This would be a tweak on the door object and included in a bigger pack.
2011-03-03 22:04:00

Author:
ll_ye
Posts: 236


You can already emulate this with logic, and it's not that hard.2011-03-04 06:18:00

Author:
Yofig
Posts: 288


You can already emulate this with logic, and it's not that hard.

That doesn't sound very helpful. lol.
Maybe some insight?
2011-03-04 06:35:00

Author:
DigiOps
Posts: 111


i don't understand what you mean?2011-03-04 11:15:00

Author:
Onii55
Posts: 153


You can already emulate this with logic, and it's not that hard.

But still it won't replace native solution
2011-03-05 14:14:00

Author:
Shadowriver
Posts: 3991


I don't think that a "native solution" will be useful enough to warrant being added.2011-03-05 16:54:00

Author:
Yofig
Posts: 288


I see the logic required in my head. It is simple method for creating a 4 person door set:

1. Have a player sensor set to activate when 4 players are detected, and have it's detection zone around all 4 doors.
2. Place a player sensor at each door.
3. Place an AND logic gate before each of your door's opening mechinisms, and connect them to the mechinisms.
4. Connect the 4 player sensor to all AND gates.
5. Connect the 4 other 1 player sensors to their individual AND gates.

Ta da. A (hopefully) operational 4 player door system.
2011-03-07 01:31:00

Author:
Goober1823
Posts: 76


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