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Sackbots and Emitters
Archive: 4 posts
Ok, so I'm having this problem with emitting a sackbot. What I need to have happen is when an event happens, the sackbot is destroyed. All that works fine. However, once it's destroyed, i need it to emit a new one a second or two after the old one is destroyed. The problem is after the old one is destroyed, it takes around 5-7 seconds to spawn a new one. Before the new one spawns it makes a breaking noise (I know that it only happens in create mode). I can't figure out what's causing the delay. I've messed with the emitters settings all kinds of ways and still nothing. Any help would be appreciated. Thanks in advance! | 2013-01-09 00:07:00 Author: Unknown User |
What is activating the emitter? | 2013-01-09 01:58:00 Author: Kalawishis Posts: 928 |
It's being activated by an AND gate which is hooked up to tag sensors; one to detect if there is a sackbot already and the other to see if the section of the level has been emitted. | 2013-01-09 04:56:00 Author: Unknown User |
Hmmmmmm... try setting the emitter frequency to 0.0 and connect the AND get to a counter (set to count to 1) with it's output activating it's own reset input and the emitter, basically what you'd call a pulse. Set the Emitter to one shot and make sure the sackbot doesn't have any problems with being emitted (make sure there are no solid objects in the place he must be emitted, especially if you want to emit him on the go). If what you are doing is a sackbot checkpoint, check comphermc's tutorial out. (http://www.youtube.com/watch?v=X4zq0QOXzbw) | 2013-01-09 12:50:00 Author: Frenzie Posts: 308 |
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