All right, I'm having problems with Sync again. This time its with emitters.
Basically, I have an automated mounted turret that's basically a dome with a cannon that swivels on a wobble bolt.
An emitter is on the cannon barrel so it can fire cannon balls.
I have two proximity switches on the device. One is set to direction and is used to make the cannon barrel swivel up to aim at the sky. The other proxy switch is set to On/Off and controls the emitter. When sackboy reaches that switch, it starts firing. The trigger radius for both emitters is roughly the same.
Well, so far so good. It works properly and fires at the sky. Here's where I run into my issue.
I want the barrel to swivel up and reach its peak, pause for about a second, then start firing rapidly. I have set the sync time on the emitter to 2 seconds to give the barrel a chance to reach its peak. However, as soon as I reach the proxy switches, the barrel starts firing immediately as its swiveling up. I've tried different frequencies and sync times, and no matter what, it just starts firing away immediately.
I think that maybe I still have a misconception about sync time, in hopes that it could be used as a pause attribute, which doesn't seem to be the case.
The only solution I can come up with is to use a mag key/switch so that the barrel will swivel up to activate the mag switch, which will activate the emitter. I'd rather not have to do it in such a complicated way though, if someone can offer a suggestion.
I actually have one other issue with this, that being trying to have it fire controlled bursts of multiple objects.
I've got it set right now at 0.1 secs, so you see a continuous stream of cannonballs. What I'd like it to do is maybe fire about 10 cannonballs, then wait a moment and fire another batch of 10, etc.
I tried setting the "Max Emitted At Once" setting to 10, and set the "Lifetime" to 5-10 secs in the hopes that the cannonballs would still be in the air, preventing another set from being emitted. Again, its just a continuous stream of cannonballs, which seem to be disintegrating only a small distance away from the barrel.
What am I doing wrong?
Thanks again in advance for your help, guys.
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Thread: Emitters Ignoring Sync
Emitters Ignoring Sync
Last edited by Justin Hopewell; 11-12-2008 at 12:44 AM.
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Sounds like you may want to create a "control box" for this creation. Since the emitter will likely emit an object until it's reached its "max at once" setting, you're not going to be able to have it pause until that occurs. Once the objects vanish it's going to begin firing no matter what.
I know you'd rather avoid complicated setups but for what you want, you're going to have to do far more than just a mag switch. If you want it to purposely pause after firing a certain number and even wait until the cannon is the right place, this is one of your choices.
I'm taking a guess here but you may need.
1. Sackboy sensor set to direction - if this is what you want to move the cannon. If not, replace with 3 way switch.
2. Mag switch/Key to tell control emitter to fire
3. Emitter for "control panel"
a. Something heavy to emit, short life span timed to fire the desired shots.
4. Red Pressure button - Maybe two depending on the timing.
5. Motor/Wobble bolt
You could also go with a round wheel with a mag switch on it. When the wheel gets near the key the gun begins to fire. Once it leaves the zone it stops. You'll still need several other tools to do this as well.
I suggest stashing all of this somewhere out of sight.
I tried the wheel thing, but I was having problems with the wobble bolts. I went with a piston setup. Player walks near the turret, activates the barrel, which then activates a mag switch, which activates a piston, which activates another mag key that makes the barrel fire. Since the piston moves the mag key up to meet the mag switch and pauses for a second, then moves back down and continues in a cycle, it does the burst fire I want.