on 22-06-2011 05:33 PM
I need to create a very large explosion. The only way I current know how to is stacking propane tanks or the larger propane tubes and exploding them. The only problems is that I dont want the player to see the numerous propane shells that go flying of everywhere. I've tried setting a moniter to remove them once they explode, but it does not work. Any suggestions?
on 23-06-2011 04:57 AM
on 23-06-2011 05:25 AM
Speaking of bombs...
Are Bombs the only things that respond to the "Used" condition in the Monitor Logic box? (if you drain them, then whatever that monitor is wired into activates).
Also, on that same note; what responds to the "Triggered" condition on a Monitor? As I understood it, the Trigger is usually referring to the instance of something in a group that activated [whatever]. For example, the particular NPC from a group that entered into a Volume would be designated as the "Trigger" of that set of logic; so you could then reference that particular NPC and only that NPC by setting the Who/What to "Trigger" in, say, an Object Modifier... So if you had a Monitor with the condition of "Triggered"... is it then checking if something from [the group designated under Who/What] has been set as a Trigger, or is it something else?
(Unless I did something wrong, its not referring to the "Triggering" of a bomb [ie shooting it to make it blow up])
on 23-06-2011 05:47 AM
Triggers are really cool. The trigger is an object. Almost any object can be used as a trigger.
Check out this video:
on 23-06-2011 03:48 PM
did not find the answer to my problems... so going to repost my problem
hello, i like to know how to remove a script when trigger by a volume when Cole enter or exit? I been testing this using others voulme, modifler and monitor and it works sometimes and when trying it later, its bug up and does not work. like to know so I can fix one of my mission a -short bridge for a long walk- http://www.infamousthegame.com./en_US/infamous2/co
on 23-06-2011 04:17 PM
on 23-06-2011 04:26 PM
on 23-06-2011 06:00 PM
So… I'm trying to get the mission to fail if the player exits a volume, and stays out of the volume for 5 seconds. So I connected the volume (set to trigger on exit) to a timer (set to count down for 5 secs) which is in turn connected to a mission failure node. Problem is, if the player enters the volume again, the timer still elapses, because the player has already exited the volume. What can I do?
on 23-06-2011 06:11 PM
on 23-06-2011 06:28 PM
Never mind, figured it out. I placed to volumes on top of each other they're cylindrical so height doesn't matter (one set to exit and the other to entry (note: On a future update, you might want to consider adding exit/entry volumes with 2 outputs, because height matters for cubic volumes)). I connected the exit volume to a splitter, which is connected to a timer (5 seconds, no repeats), a set display (show), and a unpause node. The timer is connected to a Fail Mission node. Then I connected the entry volume to a set display (hide) and a pause node.
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