how an i have a projectile to shoot at my tank car when it comes withen say 7m of it automaticaly? what i mean is when the tank drives too close(to the bunker with guns,) the gun fires 1 shot every second at me until i go away from range with out me pressing any buttons to fire them???
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- event on proximity - projectile
Author Topic: event on proximity - projectile (Read 945 times)
how do i use it? ive tried using one but it doesnt seem to work.. also, how can i have it to trun upto a max of 30 degrees?
it works... all you have to do (without scripting) is:
1- attach the two objects you want to monitor and in the event properties set those to monitor
2- attach the object you want to start/stop/switch/whatever... and in the event proprties set it to behave the way you want
3- run the program...
a simple test would be to put a car and a rigidbody on a terrain (with a gforce) and link em both to the terrain and gforce for gravity and collision with the terrain (if you want you could also link the car with the rigidbody for those two to collide)...
make sure that's working fine, then add a soundsource object and select any sound you have available... set the sound properties so that the looping and playing at start are unchecked... you only want the sound to play when the car and the rigidbody are within a certain range (proximity) of each other, and you only want the sound to play once when they are...
next, add an event on proximity object to the project... link the car, the rigidbody, and the sound source to it... set the car and the rigidbody to monitor, and set the sound to start... set the distance to 3 or 4, and set it to continuous detection...
run the program and try to ram the rigidbody with the car... the sound will play when the car is within the proximity range you set...
experiment with it a lil (distances and types of responses for the sound)...
red... you've gotta start reading the help provided with these objects if you really wanna learn how too use em... everything you need is in the event on proximity help (the help button opens it up)... that's the only way you're ever going to solve your problems with RAD... the help in all of these objects gives you enough info so that you can use these things, and in most cases, figure out how to fix something that is not doing what you want it to do...
--Mike
1- attach the two objects you want to monitor and in the event properties set those to monitor
2- attach the object you want to start/stop/switch/whatever... and in the event proprties set it to behave the way you want
3- run the program...
a simple test would be to put a car and a rigidbody on a terrain (with a gforce) and link em both to the terrain and gforce for gravity and collision with the terrain (if you want you could also link the car with the rigidbody for those two to collide)...
make sure that's working fine, then add a soundsource object and select any sound you have available... set the sound properties so that the looping and playing at start are unchecked... you only want the sound to play when the car and the rigidbody are within a certain range (proximity) of each other, and you only want the sound to play once when they are...
next, add an event on proximity object to the project... link the car, the rigidbody, and the sound source to it... set the car and the rigidbody to monitor, and set the sound to start... set the distance to 3 or 4, and set it to continuous detection...
run the program and try to ram the rigidbody with the car... the sound will play when the car is within the proximity range you set...
experiment with it a lil (distances and types of responses for the sound)...
red... you've gotta start reading the help provided with these objects if you really wanna learn how too use em... everything you need is in the event on proximity help (the help button opens it up)... that's the only way you're ever going to solve your problems with RAD... the help in all of these objects gives you enough info so that you can use these things, and in most cases, figure out how to fix something that is not doing what you want it to do...
--Mike
just what 3DSim said... double click on the object in the editor to open up the properties dialogue box as seen in the screenshot 3DSim shows above... the HELP button is near the bottom where he said...
every object has one...
--Mike
every object has one...
--Mike
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