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Boulder Destruction?
Archive: 4 posts
I'm gonna Try Do Something, and I Have A good bit figured out. Lemme Explain: I Want A boulder To roll Down the Screen After The Player. there Are A Number of platforms in the wy, and the player has to jump over them, while escaping the boulder. I know how to do that...I think. it's A tag On The Bou7lder, Destroyers on the platforms set to trigger when the tag is in radius right? Well, If The Player Dies, they have to comeback. But I don't want them to come back, and have an empty corridor to run through. Do I Need Emmiters or how do I do this? | 2011-12-05 17:25:00 Author: Valeview Posts: 1581 |
Well what you want is tag labeled impact sensors hooked to Destroyers on the Destroyable objects. and a tag on your big rock. and as for what to do about the empty level problem... that just comes down to level design. but here are two ways you could pick. if the player dies even once. it's gameover and they have to restart the level. other way is to make the player checkpoint moving and always ahead of the big rock. *mew | 2011-12-05 17:36:00 Author: Lord-Dreamerz Posts: 4261 |
Well you could add a player sensor to the checkpoint ontop of the hill that will trigger emitters once the player has appeared out of the checkpoint that will place all the obstacles that were originally destroyed back and re emit the boulder as well. People don't really enjoy restarting levels and moving checkpoints are awkward to get right in that kind of situation. I do a similar thing in my top down levels where i emit a vehicle when you near it and then destroy it when its out of sight then if you go back there it re emits. | 2011-12-05 19:02:00 Author: Lordwarblade Posts: 761 |
The best way I feel is to do the checkpoint one. This can be done by attaching a checkpoint to some hologram and then using the follower tool thats set to "Flee instead". As long as you put the checkpoint out of the way of other objects, I.e. Above them all it should keep ahead of you as long as you set the radius correct but I am not sure as I have not tried, Hope this helps. Failing that, you could do the old Piston one where you attach the piston to the top of the boulder and hide it from Play mode and attach it to the checkpoint but I don't think this method works if the boulder actually rolls instead of just slides as it would with a mover. Cheers Liam | 2011-12-06 23:00:00 Author: LittleBigSnooth Posts: 454 |
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