It is currently Sat May 25, 2013 8:23 pm
Duke Nukem wrote:Hi Naticus,
the following will take a lot of work:
the logic_case entity has to control different trigger volumes that will be enabled or diasbled, depending on the case that has been triggered by the value of the math_counter.
Lets say if the math_counter has the value "2" an triggers the "case 03" that changes the skin to the value of "2" (for example "battery loaded 20%"), then it also has to enable a trigger volume that triggers a message or a signal which tells the player "battery loaded 20%". For this method you need multiple trigger volumes and a huge input/output network...
It would be much easier if you would just enable a trigger volume which tells the player that the battery is completely full when the last case becomes true. The skins should be easy to understand though so you dont have to add any additional information.
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