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#1
Respawning player & control seat together?
Archive: 5 posts
What I need to happen: If the player (In control seat) dies & control seat-ed object is destroyed, both will respawn (where destroyed) and the player is placed into the seat automatically. | 2012-12-13 18:44:00 Author: Repawn Posts: 40 |
There's no easy way to do this directly from the checkpoint. You'll need to create another controllinator that is set to automatic entry and place it over the checkpoint the player spawns from when the player dies. That way the playyer will automatically enter it when he spawns. If you don't like that, another option would be to have the players controllinator be invisible and just have it follow the device that it is driving. The visible controllinator would be just for show, all you have to do is place a sackbot in it. Then, inside the for show controllinator place another controllinator set to receive the signals from the player's controllinator. That way you can just re-emit the object without having to worry about checkpoints or player spawning. Personally, I would do the second way. If you need any clarification, just ask. | 2012-12-14 05:20:00 Author: ChrisF2112 Posts: 265 |
I think I can do it the second way. But is there any way to spawn the object where it is destroyed? | 2012-12-14 11:19:00 Author: Repawn Posts: 40 |
I think I can do it the second way. But is there any way to spawn the object where it is destroyed? You'll need to have an emitter to place the object. What you could do is just have the respawning emitter follow the object. When the object is destroyed you can just have that emitter create another object. In fact, if you do it the second way you could just put the respawning logic on the controllinator the player is in. | 2012-12-14 14:14:00 Author: ChrisF2112 Posts: 265 |
if you do it the second way you could just put the respawning logic on the controllinator the player is in. Seems to be working. Thanks! | 2012-12-15 04:32:00 Author: Repawn Posts: 40 |
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