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Author Topic: Using the scanner in the first person  (Read 120 times)

« on: May 16, 2014, 12:18:24 PM »
Hi all, lately I'm using the projectile in the first person, to generate damage to enemies (composed by character, skinmesh and rigidbody), but as hits the rigidbody (enemies) fly out, I want to use the scanner but does not work, here i leave an example which if it detects the ground and the sprite appears in evidence, but not detected the rigidbody (which will be my enemy), please help me, greetings. ??? - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #1 on: May 19, 2014, 06:29:34 AM »
Quote
I want to use the scanner but does not work,

what does "it does not work" mean H... a more specific description would better help find the problem...

i doubt if the problem is with the scanner object... it works perfectly...

look through your logic... are you sure you are starting the scanner each time you shoot...
it must be restarted, either by script code or some event object continuously...


--Mike
« Last Edit: May 19, 2014, 06:57:35 AM by Mike Hense »
« Reply #2 on: May 19, 2014, 08:35:04 AM »
hello, I mean that I have attached the scanner to the first person camera as a parent and have two rigidbodys attached to the scanner as targets (one of them is the ground),

when I run the scanner (even the first time) pointed the scanner to ground, if it detects the rigidbody ground, as testing the scanner the ground was detected, the sprite appears (see example),

but even if the first time, If scan the  other rigidbody, does not detect it and therefore does not appear the sprite, as if it points to a skinmesh, greetings ??? - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #3 on: May 19, 2014, 03:24:02 PM »
i'm looking at it now....

the cause of your problem is the setting in your event-on-value object... change the max allowable to something like 111...

right now you have it set to 1... this will only allow the ground (which is object 0) to be detected...


this sorta thing happens when you use multiple objects to implement a logic tree...  it's natural for your first thought to be that the main object you are depending on is not working... not necessarily the case, as you can see here...

also...

you gotta have the sprite disappear when the trigger is not down... just to make sure you get a new visual indication when the next object is being detected by the scan... 

you can do this by adding another event-on-value object, linking it to the event-on-input and sprite, and setting it to hide the sprite and the value range from 0 to 0 for the event-on-value...  this'll hide the sprite whenever the value is zero...

--Mike

« Last Edit: May 19, 2014, 03:35:02 PM by Mike Hense »
« Reply #4 on: May 19, 2014, 04:17:03 PM »
Hi, Thanks to your reply, when I get home I'll check, greetings - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #5 on: May 20, 2014, 09:15:14 PM »
Hi Mike, served me  ;D, you are truly amazing, thank you, greetings - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
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