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Retractable Beam

Archive: 6 posts


Hi,

I made a retractable beam with the creatinator, but it uses up 2 spaces on the thermo and makes the gameplay very sluggish with just 1 person. Does anyone have any suggestions for making a Retractable Beam which is low cost to the thermo and not slugish with 4 players?
2011-04-01 19:32:00

Author:
hungryhippo
Posts: 76


Please elaborate what do you mean by "Retractable Beam"2011-04-02 01:38:00

Author:
MrNlCE
Posts: 27


I made an animated beam (hologram) emited from the creatinator which can get longer and shorter by controlling it with a controllinator. Once equiped you can shoot the beam at an object and pull it towards you or push it away from you. It was going to be for my ghostbusters level to capture ghosts and put them into the trap, but it lags and uses up too much space.

It seems to be the additional logic to create the FX is causing the lag. I am rethinking the platforming without it...I was just wondering if anyone has a made something like this before?
2011-04-02 02:56:00

Author:
hungryhippo
Posts: 76


Just as a quick thought how about something that is permanently attached to the ghost instead of being emitted?
That way you can auto aim it to a player.
Will think on about this and if I come up with any thing else will post it.
2011-04-02 03:13:00

Author:
MrNlCE
Posts: 27


how about u make the ghost controllable when it is hit(i mean ONLY if the beam is touching it) by the beam?
but then how would u identify which player is in control... w8... can u assign contollinators to certain players?
2011-04-02 04:15:00

Author:
sonofbrave
Posts: 107


I came up with a different system;

Another way of doing it other than segments is by using multiple emiters. Instead of making the beam have segments to move between creating an illusion of expanding and contracting, I could emit the beam in different lengths. this helps to overcome the lag.
2011-04-02 04:39:00

Author:
hungryhippo
Posts: 76


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