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Sackbot emission/player enter controlinator question (complex logic)
Archive: 2 posts
So I have two questions in one. First: Circumstances: players enter to a character select page. They select a character by entering the controlinator under the picture of their character. The controlinator is rigged to activate a distant checkpoint, emit their sackbot at that checkpoint, and destroy the controlinator (killing the player, sending the to the checkpoint.). All controlinators activate the same checkpoint. Problem: When to players enter a controlinator at about the same time, they will sometimes enter eachothers choices. My ideas ( haven't completely figured them out yet)- Make each controlinator in the select section activate a different check point, or instead make it so that after one player selects, activate gate 1, after 2 select, activate gate 2, etc. Another idea; attaching followers to the selection controlinators as opposed to emitting the sackbots with a bolted on controlinator. I know this would work, but I hate using followers with sackbots because the frame lags behind when you run. Problem 2: Circumstances: same as above. Problem: when two players select a character at about the same time, sometimes just one of the two will emit. I think this is because all the sackbots get emitted over the same spot, so if there's a sackbot there when the other sackbot needs to be emitted, the new one will not emit. My ideas: the multi checkpoint from above. Note: I don't know if it matters or not, but after a sackbot is emitted, it will destroy itself and will not spawn again if there is no player in it for .5 seconds. This makes sure to get rid of sackbots if their owner leaves the game. Also, if any of you would like to take a look at the level to try and figure it out, message me on psn (trader347) and I'll invite you Thanks!! | 2011-09-02 04:21:00 Author: Trader347 Posts: 57 |
k, so i would advise using the follower method. if you setup the follower correctly it should not fall behind. max speed and max accel. for your 2nd issue it is due to the space being occupied. i would recommend either adding a buffer or make it recognize that a player bot did not spawn. alternatively you could change there emited location. | 2011-09-02 09:41:00 Author: Unknown User |
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