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#1

Destroyer logic question.

Archive: 2 posts


My level contains a creatinator, which shoots a laserbeam. (lifetime of 0.3 seconds)
In the creatinator settings the "Destroy Effect" is set to "Disappear", which works fine.
However if sackboy is killed at the same time a laserbeam is on screen, the laserbeam's destroy animation changes to "dissolve".
I assume "dissolve" is the game's default destroy animation.

I have tried an inverted player sensor linked to a "fade" destroyer in the laserbeam's logic, (AKA when player is not on screen destroy this laserbeam via the fade effect) however this player sensor cannot detect the players death quickly enough, and the fade destroyer does not get activated.
I could try decreasing the lifespan of the beams, but that would affect other logic I'd rather not change further.

Is it possible to make an object only get destroyed via the same method?
Or perhaps a global setting somewhere?
Thanks.
2016-02-25 09:00:00

Author:
midnight_heist
Posts: 2513


I'm not aware of any global setting, but a way that shouldn't mess up no matter what is to have something detected on the sack boy for when lethal materials hit him and have that make a tag activate which the laser then detects and disappears. While there probably is an easier way (maybe state sensor works for dying? I don't know), this way should not mess up. If it does, have a sticker panel square follow sack boy which does the detecting of lethal materials. I wish I could think of a better way without being near the game, but this is the only 100 percent working solution I can give.2016-02-27 22:35:00

Author:
koltonaugust
Posts: 1382


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