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Emitter failed to emit sensor?
Archive: 2 posts
I need a way to detect when an emitter fails to emit an object because there is something blocking it. In my game currently when you launch a grenade it is emitted in the 3rd layer but when an enemy character is right in the way it of course won't emit. But the sequencer still fires costing you one grenade and playing the sounds etc. It would be really nice if emitters had an output that could be set to trigger on successful or unsuccessful emit. The only solution I can think, of and its kind of a pain, is to have a tag sensor in the area the object is supposed to emit in and a matching tag on the emitted object. Then have the tag sensor trigger the sequencer on successful emit. Still won't launch a grenade but at least it won't cost one. Guess I just kinda answered my own question, but if anyone can think of a better way please share! | 2011-09-07 16:46:00 Author: Death_with_an_H Posts: 72 |
Yea you will have to go with your own intricate feedback system for now The tech is already in the game in some way, exemplified by The Paintinator making a *clicking* sound when the emission of the paint projectile is blocked... | 2011-09-07 17:25:00 Author: Slaeden-Bob Posts: 605 |
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