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#1
Activation Cables
Archive: 4 posts
I've been trying to use a bunch of controllinators at only certain points, and I hooked them up to the inputs. But it turns out that's to "eject" the player. I think they need to put an "activate/deactivate" function in them, even if it doesn't eject you. This could work if you had multiple recievers, and could each could activate the other with a button on the other controllinator or something. This could also work with power ups, like you could only use a power up when it is activated. True, you could just spawn them, but I feel like activation cables would work better. I'm sure this could have more uses, but these are the two I thought of. Comment on this, and give your ideas this could also be used for! | 2011-03-04 04:53:00 Author: BloodShot9001 Posts: 116 |
Yeah, I agree that controllinators need a proper on/off function, instead of the weird backwards one that is eject player. | 2011-03-04 06:12:00 Author: Yofig Posts: 288 |
Eject disbales contolinator if you hold signal on it, as sackboy won't be able to enter there ont be any inputs inside. You can disable recivers by placeing them microchip and activate/dectivate it, thru they could add that fuction to eject when controllinator is inside the board | 2011-03-05 14:20:00 Author: Shadowriver Posts: 3991 |
I suppose that could work with certani instances, but (not to disprove your idea) the level I'm working on is a bit more complex as it works with about 4 or 5 controllinators at once turning on and off, and I tried the microchip thing a few times it didn't work. I eventually got it to work by setting the recievers and transmitters to different colors and just spawning the right ones at the right times. It's a bit wierd but it works -shrugs- | 2011-03-05 16:30:00 Author: BloodShot9001 Posts: 116 |
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