His do I make pickups that get sucked to the player?
So that when you get within a foot or so the pickup gets sucked to you and then disappears with a sound and effect?
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I couldn't find an edit button so I couldn't fix the title. Sorry.
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There are a few pickups out there that do this. I'd recommend opening one of them up to see how they work.
The way I would go about it is this: add a trigger zone on the player to detect pickups within range. Make it detect am "in range" tag on the pickup. The tag will send a signal when it's detected.
Add a tag to the player where you want the pickup to float towards. Add a follower gadget to the pickup with that tag as the target, and adjust the settings for speed, etc.
When the "in range" tag is detected, the pickup is in range. Hook that up to a counter, so it remembers it was in range. Hook the counter up to power the follower tag.
So now, when the pickup is in range of the player, it will be set as being attracted to the player, and will move towards the player.
Make the pickup only collide with the player by setting it to only collide with "Friendly." Now add an impact detector gadget to the pickup to detect when it hits the player. Hook that up to whatever effects you want to happen--including a destroy, sound effects, or a timeline. -
I don't understand this part.
****When the "in range" tag is detected, the pickup is in range. Hook that up to a counter, so it remembers it was in range. Hook the counter up to power the follower tag.*** -
I got it.
IDK if this us what you were saying but I have the impact sensor connected to a counter. The counter increases by 1.
Then the 'counter Full: output is connected to a sound effect and destroyer.
Thanks for your help. -
The only thing I don't like is that when the pickup gets to the character it physically knocks the character back a couple steps.
Any idea how to stop this? -
Change your collision settings. Set a label that your character doesn't collide with and make your pickups that label.
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Can you be more specific?
What exactly do you mean by set a label my character doesn't collide with?
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