kemengjie33
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I just made a level with this. "Animation test with playback controls." Getting the timeline to go back and forth is actually rather simple, but having audio play backwards means you have to go int...
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To avoid copyright maybe you could change the name to That Thang...
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You can. Easiest way I know is to plug a timer into the playhead and have it count down. There are other ways. I have a level in which all the animation and sound is reversed with a button if you w...
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Maybe we need to rename movable to locked/ unlocked (in group), seems to be a lot of confusion.
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@amchornet76 "A follower has an input for XYZ position directly :) it's on the third page" Oh that's interesting. So basically you could make a game where the player inputs coordinates (with a sl...
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Actually, you only need the one tag, you use an emitter to send the tag to the different locations. How you want to input your coordinates can vary. Since you seem to know the numbers for the locat...
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You could just emit the sphere at the coordinates. Or if you want it to move from place to place emit a tag at your coordinates. Then use a follower, once the sphere reaches the tag, emit the next...
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You are on the right track. For my level, I used a laser scope in the puppet to record the location into variables and then had an emitter spawn a tab at the recorded location in the next level. A ...
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You could always put a wipe on a timeline that kicks off at the start of the game. Then adjust the time to mask the things you don't want the player to see.
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Encountered something similar today. My solution was to turn off the trigger zone when counter is activated and repower it after counter is reset. Then it will detect player again. So wire counter ...