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How do i avoid that the controller sensor sends multiple signal outputs when the player starts button mashing

  • AndymationB

    There's probably a few ways to do this. The first one that pops into my mind is to use an "AND" gate for each command, and wire a switch into the the second part of each and gate. Then you could use a keyframe that turns that switch off during each rotation animation.

    But someone better at logic than me could probably give another way.

    Andy

  • cgCody

    Exclusive gates might be another way to go. Given the same name, they only let one signal through at a time.

  • thebiv

    Just to riff off of what Andymation said.

    Wire all of your "inputs" into an "AND" gate and into the "+1" of a counter.
    Wire "counter full" into a not gate. Wire the Not gate into the other side of the AND gates.
    Wire the "Animation complete" of all your animations into a node and wire that into the counter reset.

    Now only one animation can play at once.

  • Spirit-X

    I do this with a Selector.

    The Selector will only pass through one port at a time so you can never get two together. So you wire up, for instance, 'No Input' to port A, 'Up, to B, 'Down' to C etc... like that. Then you'll only ever get the one signal at a time.

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