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Destroyed sackbots to trigger cutscene?
Archive: 3 posts
Im wondering how to do this properly, im introducing combat for the first time in my level, so i want the character to be congratulated after his first kills. But, my enemies are emitted after a cutscene, and im not sure how to get the game to sense that they're dead. If i put the sequencer on them it will be destroyed too. I have my enemies die by using a tag sensor to a counter to a destroyer, any help? | 2011-09-23 01:43:00 Author: lilballer22 Posts: 63 |
Make sure the counter is turned on after they've been emitted so it doesn't go off right away. Put a perm counter (a battery connected to a one-count counter) at the end of the cut-scene that turns the entire chip for the enemy counter on. This way it won't even be around till the enemies are set in place. | 2011-09-23 02:34:00 Author: Cheezy WEAPON Posts: 283 |
Maybe I mis read this but just put a tag on the sackbot. Use the concept of a perma switch into an AND gate and wire it up with a tag sensor and invert it's output. Wire this to the congratulations cutscene sequencer. You could use an inverted perma switch into AND gate as well that switches on when the congratulations scene ends, meaning that it will never trigger again. If it's a bunch of bots that need to die just tweak the tag sensors 'number of tags' setting. | 2011-09-23 08:40:00 Author: Mr_Fusion Posts: 1799 |
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