I’m trying to connect a “collision and mouse” senser to an “and” controller to change a “state” and make a “sound”, the sound works upon collision but the state change doesn’t happen. What could I be doing wrong? PS if you need more information that’s cool but no files! it’s a top secret project ;)…
Combining sensors via AND require that both events happen at the exact same time. Collision and mouse (regardless what mode) does not sound as they have a low likelihood to happen at the same time.
Collision typically result in a counter-force that results in “no collision” in very close future.
Mouse sensors need user interaction.
Just now I do no see why you need this combination of events. Why did you decide to go for a mouse sensor?
well ok let me explain, I’m making a Knight main character hit a demon with a sword, I need left click to attack! and I need the collision bounds on the sword to activate the event of changing the demons state to a death cycle. If there’s a special way to do a melee attack another way then I’m trying, I’d really appreciate some incite, this is the first time I’ve done any kind of melee attacks in blender so I’m don’t really know what I’m doing
thanks for your interest, and any help you can give me…
Left click is not attacking (the process). It is a request by the user to let the character attack. The character will do the attack process by itself.
It is like running. Someone says “Go” and you start running. The one who said go, does not run. This person made you run. You do the work ;).
The character does the same. You tell it to attack. It attacks. Beside of telling you have nothing to do with it.
How does the character attack? Typically you let it play an action (but it can be anything else). While attacking something (e.g. weapons, projectiles, sensors) can collide. This should cause the sound.
This means you have different phases (or states):
waiting
attacking
When the character is waiting the attack command (from user) switches the character to attacking.
When attacking the character plays an attacking actions. When attacking and the weapon collides with an enemy, you play the sound. As you do not want to play th sound again and again, you play it at the first collision only.