Mm Bogdan & Matt
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Hi, there's currently no way to do this for multiple text boxes at once sadly. We have loads of feedback on the text gadget that we're working through so hopefully it will come in a patch some tim...
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Hi, I would probably try using a teleporter on the puppet. Place a tag on the car and set the positional widget to be at the correct position outside the car door. Just before you make the walkin...
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Hi, if you're using the default biped you simply place the 'Health Modifier' gadget on the object you are emitting. It's in the Gadgets -> Movers & Output category. By default the emitted object ...
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Ah apologies I think there may be an issue in the current build relating to this. As far as I can tell it's fixed in the next patch so hopefully won't have to wait too long.thanksMatt
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Hi, the destroyer will destroy the object(s) it is wired to via the Affected Object(s) output. When you place a destroyer on an object it will invisibly create a wire from the destroyer to the obj...
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Hi, you're on the right lines. You can affect the paint strokes with a force applier but there's a couple of settings you need to get right. The force applier has a separate speed for paint strok...
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Hi, it's pretty much exactly what you said :) If you look at the puppet's "Controller Sensor" you'll see a wire from the "Is Dead" output running to the "Respawn" output. If you instead run "Is D...
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Hi, that's pretty ambitious! I would start by having an invisible object with a controller sensor on it. Wire the D-pad up to a set of movers for each direction. If you pulse them for one frame ...
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Hi, sounds like what you're doing should work. If you tweak the laser scope gadget you'll see a small green debug arrow that shows the surface normal where the laser hits the object. If you then ...
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Ah, if it's a character it may be that it's playing badly with the procedural animation. Try disabling it as a test. The options are on the bottom of page 5 on the puppet.