playMaker

Author Topic: object trigger and destroy temporarily [SOLVED]  (Read 3148 times)

coxy17

  • Beta Group
  • Sr. Member
  • *
  • Posts: 355
object trigger and destroy temporarily [SOLVED]
« on: February 12, 2014, 06:39:43 PM »
Hi,

I have a trigger (Cube) and ive broken it down into 4 sections. Call it front, left, right and back.

so now I have 4 objects grouped. I have setup my trigger events ok but I need to destroy/disable the other triggers untill I exit 1 of of the 4 squares.

So basically I enter the trigger called front and I want to diable the triggers for the other 3 triggers. But enable them again upon exit.

I get how to use the 'destroy' object in playmaker but not sure if there is a better way to temporarily hide objects.

Hope it makes sense.

nick
« Last Edit: February 22, 2014, 11:52:29 AM by coxy17 »

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: object trigger and destroy temporarily
« Reply #1 on: February 13, 2014, 11:24:47 AM »
Just use Activate Game Object and check whether it will be On/Off when you go into the "entered" state of a trigger. If you store the other triggers as variables then its easy to target them with a few actions and turn them back on when you exit the trigger.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

coxy17

  • Beta Group
  • Sr. Member
  • *
  • Posts: 355
Re: object trigger and destroy temporarily
« Reply #2 on: February 18, 2014, 06:39:07 PM »
Hi Lane,

Yes that is what im after. Ive tried what you said but when it goes to state 2 it doesn't deactivate until i leave the state?

STATE 1. i have an activate game object with a bool variable to true
STATE 2. I use a set bool value and replace with another bool to false.

I think ive done it wrong? and what happens if i want to get the object back again after?

sorry just for some reason im not getting it.

Nick

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: object trigger and destroy temporarily
« Reply #3 on: February 18, 2014, 07:00:40 PM »
You don't need a bool, you just need two Activate Game Object actions. The checkbox indicates whether or not it is activated.

When you want to change it, just send an event to that FSM.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

coxy17

  • Beta Group
  • Sr. Member
  • *
  • Posts: 355
Re: object trigger and destroy temporarily
« Reply #4 on: February 20, 2014, 12:02:30 PM »
Hi,

Ive tried what you said and its works to deactivate the object but doesnt activate the object again? playmaker goes blue and stops working?

all i have is 2 states

1. activate state - on trigger enter
2. deactivate state - on trigger exit

It seems like i cant reactivate from the FSM on the object that is being deactivated?

Nick

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: object trigger and destroy temporarily
« Reply #5 on: February 20, 2014, 12:09:35 PM »
Ah, yeah you can't deactivate the object and then tell it to reactivate it... It's deactivated.

You need to deactivate/reactivate from a different FSM, so that it doesn't turn itself off.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

coxy17

  • Beta Group
  • Sr. Member
  • *
  • Posts: 355
Re: object trigger and destroy temporarily
« Reply #6 on: February 22, 2014, 11:36:08 AM »
ok, ive got it to work now. changed nothing other than moving to another FSM.

thanks

Nick