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Receptors triggers
Posted: Mon Oct 08, 2012 11:29 pm
by rumtum
Hi,
I have setup a receptor to be triggered by a throwing dagger. Is it possible to trigger it via several optional triggers in an 'OR' fashion? For example
I would like to trigger it when player throws a rock, or a knife, or a frostbolt.
Re: Receptors triggers
Posted: Tue Oct 09, 2012 12:44 am
by Komag
I'm not sure how to do that. You could always place multiple invisible receptors, one for each, with one real one for looks
Re: Receptors triggers
Posted: Tue Oct 09, 2012 11:44 pm
by rumtum
Hello Komag,
The multiple hidden receptors worked like a charm. Thanks!
Receptors out of wall
Posted: Wed Oct 10, 2012 12:30 pm
by djoldgames
Another question:
I found, receptor are not activated if it is placed "out of wall". Only the "wall mounted" receptor is activated properly.
Is there any way to place and activate receptor flying on the clear tile? I want to use hidden receptor on the secret door or other "not wall mounted" entities.
Re: Receptors triggers
Posted: Wed Oct 10, 2012 12:33 pm
by Komag
I don't know how that might work, but maybe someone has an idea. I'm guess part of the system is that it needs at least something solid to hit, but that wouldn't explain why it doesn't work on secret doors. Maybe it has to be solid always.
Re: Receptors triggers
Posted: Wed Oct 10, 2012 1:02 pm
by Neikun
Hey, Dj
Hidden receptors are wallmounted as well.
If you want a receptor in the middle of the tile (for some reason)
I think you could see if cloning the visible receptor and setting placement to floor does the job. If so, clone the hidden receptor instead.
I'm also getting the idea that you want to place the receptor where there is no floor. I do not thing that is possible.
Re: Receptors triggers
Posted: Wed Oct 10, 2012 1:13 pm
by Kuningas
It is possible, that the receptor actually senses if the item hits the wall. If there is no wall, it sails right through and the receptor doesn't register the object. I've noticed that alcoves are walkable when placed in the middle of a room, so I reckon this applies to receptors as well.
This is just from the top of my head, though.
Re: Receptors triggers
Posted: Wed Oct 10, 2012 1:22 pm
by Neikun
Did someone say I should make a receptor alcove?
OKAY THEN.
<3~
Re: Receptors triggers
Posted: Wed Oct 10, 2012 5:48 pm
by petri
I think you should be able to script what you want with entitiesAt().
Re: Receptors triggers
Posted: Thu Oct 11, 2012 12:14 pm
by djoldgames
petri wrote:I think you should be able to script what you want with entitiesAt().
Yes, thanks. I suppose, you mean constantly checking the specific TILE in function connected to timer (short time 0.1). Is this principle of your hardcoded receptors?
And I have more questions about this:
1. Catch this sort of custom receptor throwing objects? (flying over the tile)
2. Is there any restrictions to use a lot of active timers for the tha game engine?