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#1

weapon timing problem

Archive: 3 posts


so im makng another assassins creed level on lbpv and im making sure to work out all of the problems before i publish it. so heres the prolem... im making a flitlock pistol and a musket (flintlock for assassin, musket for enemy) and i have some timing issues. i want the pistol to be able to shoot after the player taps the right or left dpad buttons and presses the R button. i have that part down, i just need it so when the player shoots there is smoke coming out of the pistol for 1 second then shuts of until you shoot again. the same goes for the gun sound (except it only has to be triggered). and the emitter needs to have a 5 second pause (reload) time before you can shoot again. the same would apply to the musket (except it would be a tag sensor instead of the buttons). ive tried many times to get this correct but it didnt work.2013-12-12 11:35:00

Author:
IeatFrogs
Posts: 36


You should probably use a sequencer for this and spread out the emitter, smoke machin, sound effect etc. on the sequencer so that they have the proper times. So when you shoot it can just activate the sequencer which will activate each thing at the right time.2013-12-12 19:28:00

Author:
airide101
Posts: 141


thanks, i totally forgot abut the sequencers. i have spread everything out on it, but i ran into another problem. when i hit the shoot button to activate the sequencer it goes just fine but doesnt quit. ive set the sequencer settings on play forward and on/off but it still does the same thing. i need the sequencer to stop after it is back to the beggining again, so the player can trigger it again with the shoot button.2013-12-13 11:29:00

Author:
IeatFrogs
Posts: 36


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