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Pesquisa

Keep my character's timelines from all going of simultaneously when he respawns.

  • theshepanator

    I haven't experienced the thing you talk about, but a workaround could be to put all your animation timelines inside a microchip, and then have that microchip turned on by a 0.5s timer. (programmers LOVE this kind of solution ?)

    That way none of your animation logic will run until 0.5s after the character spawns, but after that it should work exactly as before.

    If you still get the bug it means there's something wrong further upstream, inside your animation/attack logic. follow the signal from button press to timeline to find the culprit.

  • darklord0424242

    What should I have start the timer then? The strange thing is that all of the timelines in my level will go off if they are connected to my puppet when it respawns. Very weird. Will try it out.

  • OgTheClever

    This could almost certainly be solved with an appropriate implementation of the Counter gadget (honestly, it's my go-to logic tool when I only want something to work under certain circumstances).

    I presume you have separate timelines for each move? Wire up a separate Counter to power each timeline and give the counters a starting value of 0, and a max value of 1. Make a copy of the wire that your currently using to start the timeline and use it for adding to the Counter. Finally, use an an output which confirms your character's death and wire it to the reset count for every Counter.

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