Ok guys. I pretty much have the basics down for my FPS. I just gotta smooth out some bugs with my enemy.
First of all, he still tracks my movements when he is lying on the floor, dead.
My logic in that regard is set up as follows:
Always>
> And > Track to (Player)
If property “Health” interval 1-10*>
This is all in my armature for the guy. The health property is a property copied from the “Heath” property of the body mesh.
I dont see whats wrong with that setup.
The other thing is I need my guy to dissapear (End object) after 3 seconds AFTER my die animation has been played. I havent figured out delay sensors though, as I cant seem to figure out how to activate them.
As in, should I have a message sensor (Recieving a message that is sent at the same time the death animation is played), with a delay sensor, 240 ticks, (4 sec I know), linked to an AND controller and THEN to an Edit object end object actuator?
It is a sensor you can’t activate a sensor. Sensors are always evaluated see Sensors.
Exception: if the sensor is not connected to an controller of an active state!
The delay sensor is quite simple:
-> it changes it’s state from False to True after “duration” frames.
E.g. duration = 30
False for 30 Frames (1/2 sec) then switching to True
Sorry if I sound really noobie with this, but how do you use states? I looked up a few tutorial, but I still don’t really understand them. >.< They sound useful though, so I may have to dive deeper into them.
Yep, but what I dont understand properly is how to make the delay sensor start its ‘Delay’…? I undertand the brick and how to use it, just not how to activate it (Evaluate it, :D)
States are pretty simple:
first on you logics bar, you make the states visible.
by clicking the buttons with a + nest to the controller bar.
Then fr every logic brick you want in a different state, you change the controller’s number.
Edit…
FOr the delay, the delay sensor has 2 main controls, the delay and the duration. The delay is the time it takes to the sensor to become active, the duration is the time it will remain active. As simple as that, you may repeat the process, by ticking repeat and adding a tick(change the 0 on top by another number), so you’ll have s sensor that will work for a specific interval of time!
Ok, so my understanding is that logic on the “First state layer” (They look like layers, so Im gonna call them that), is like a layer of logic? And when you change the layer, (To say, layer 2), the first state layer becomes inactive, like an inactive object?
If thats correct, then how do I change state layers
As for delays, I think my mind has been wired to expressly stop me from understanding them… D:
I fixed a few bugs. (That havent been posted here), and another one I have discovered. With my master character, when I make duplicated (Shift-D), when I shoot one (And kill it), all die…?