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Immune to missiles.
Archive: 5 posts
I am trying to make a Sackbot immune to missiles for a short duration of time and I am wondering if this would work and what logic I should use. I was thinking about trying to make an emitter spawn with a follower on the hologram and I was thinking about using invisible limitation logic on the hologram that is following the Sackbot. Would this work and what would be the best way to set up the logic? Thanks!!! | 2011-08-02 17:00:00 Author: Godzilla Posts: 224 |
If your missiles are real explosives then you can't do much else than throw up a physical barrier around the bot, emit physical material spray (tiny particles, near invisible) on missile proximity or make the missile do boom itself before impact with the bot. However, if your missiles are just for show and there is logic on the bot that makes it destroy itself on impact with the prop projectile, then simply disable that logic during an immunity phase. | 2011-08-02 18:17:00 Author: Antikris Posts: 1340 |
I'd activate a tag on the sackbot during its immunity period and get your missiles to destroy or detonate when close to that tag (but far enough away so the sackbot isn't harmed) like Antikris said. I've used the same system in one of my levels for when a player picks up a shield that makes them immune to projectiles. | 2011-08-02 21:20:00 Author: Dr C Posts: 122 |
I'd make a fake missile, which is rigged up to a sensor switch. When it gets close to a player, make it emit a bomb. If it were to land next to a sackbot, then no explosion... | 2011-08-02 21:37:00 Author: Struanmcd Posts: 333 |
I'd make a fake missile, which is rigged up to a sensor switch. When it gets close to a player, make it emit a bomb. If it were to land next to a sackbot, then no explosion... Pretty much what he siad, make a fake missile with a fake explosion and set up sensors.... | 2011-08-03 00:13:00 Author: zzmorg82 Posts: 948 |
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