Thank you for your reply Jean.
I have tried all of those combination. I attempted again today and got it to work.
Here is screenshots of the setup that is needed in case anyone else tries to do something similar.
What you need to do is:
- make sure the trigger on the weapons collider is turned on. This is what will allow you to pickup the weapon. It is also used to trigger the crates destruction.
- After the player has picked up the weapon you will need to add a rigidbody component to the weapon and disable gravity
- on the crate you will need to detect for a trigger event.
- I use a custom tag on the weapon to make sure nothing else sets off the crates destruction
I'm pretty sure I added a rigidbody to the weapon manually, but assigning it through playmaker works. Plus you don't set off the weapons trigger.
I do have one question. I know triggers are used in games for say invisible traps, turning lights on when you walk into a room, automatic doors etc and that collision detection is used to determine when two object collide eg cars crashing into each other in grand theft auto.
My question is how do you achieve this in playmaker. I have tried to setup both systems but to no avail. I know it might sound like a stupid question but I am just having some difficulties in implementing it.