Author Topic: onDisactivate  (Read 1127 times)

Relays and cancel events.


Input would either be Onplayertouch, or you would have to set up a relay.
[0]Input>Self>CancelEvents
[33]Input>Output

so say I wanted a brick to dissapear while I was standing on a brick..

  • onPlayerTouch > self > CancelEvents
  • [33]onPlayerTouch > namedbrick > dissapear [-1]
    [33]onPlayerTouch > namedbrick > dissapear


That doesn't seem like it makes any sense :V

Then it would be

[0]OnPlayerTouch>NamedBrick>Disappear [-1]
[100]OnPlayerTouch>Self>CancelEvents
[200]OnPlayerTouch>NamedBrick>Disappear [0]

How exactly do you want it to work. Would it be called after any output event is called with a delay? Would it use some sort of output event to trigger it? Please explain.

it wouldn't work with onPlayerTouch anyway, because a player standing on a brick just keeps sending the input.
For example, having a brick that makes the player shoot a rocket when he stands on it will cause him to continuously fire rockets, because it's multiple inputs, not one continuous one.

You can put a relay on the OnPlayerTouch, a delay, and ToggleEventEnabled I think. When it stops it wouldn't be immediately though.
« Last Edit: May 08, 2011, 12:04:53 PM by ::Matt:: »

You can use flat zones on top of a brick, then you can use onleavezone. Or you can use Jvs buttons. I
m pretty sure that there is a big round button for the floor. Or your can use relays, onplayertouch, and toggleeventenabled, and do it more complicated. Anyways, this is already possible in a number of ways.

Why do 90% of your posts end in dots...

I knew someone would pick up on that eventually.