Laser catcher graphical glitch
Quote from Dafflewoctor on February 2, 2014, 10:33 amI have a laser catcher that, when first activated, doesn't show the correct effects for being activated. When I use a cube to block it, though, and then remove the cube, it shows correctly. Screenshot below.
The catcher is activated by a laser directly that is powered when the map starts, which may have something to do with the problem.
I have a laser catcher that, when first activated, doesn't show the correct effects for being activated. When I use a cube to block it, though, and then remove the cube, it shows correctly. Screenshot below.
The catcher is activated by a laser directly that is powered when the map starts, which may have something to do with the problem.
Quote from FelixGriffin on February 2, 2014, 10:46 amTurn on the laser when the player enters the room, rather than at the start? It will look more interesting and allow the particles to initialize.
Turn on the laser when the player enters the room, rather than at the start? It will look more interesting and allow the particles to initialize.
Quote from Dafflewoctor on February 2, 2014, 11:01 amI will try that.
I will try that.
Quote from DaMaGepy on February 2, 2014, 6:46 pmMy problem is that sometimes the catchers activate but they stay blue, and then sometimes they work fine and they change skin to activated (yellow)
My problem is that sometimes the catchers activate but they stay blue, and then sometimes they work fine and they change skin to activated (yellow)

Quote from Gemarakup on February 3, 2014, 3:37 amDaMaGepy wrote:My problem is that sometimes the catchers activate but they stay blue, and then sometimes they work fine and they change skin to activated (yellow)That happens when you change the model. If you're using the Centre model, use Skin 1 and 0 inputs to change it's colour.
That happens when you change the model. If you're using the Centre model, use Skin 1 and 0 inputs to change it's colour.
Quote from CJLERCH on February 6, 2014, 1:11 amIf you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.
EDIT: This posted twice, I don't know why. Sorry about that.. heh..
If you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.
EDIT: This posted twice, I don't know why. Sorry about that.. heh..
Guy: Hey dure i will date u
Girl: sure
Quote from CJLERCH on February 6, 2014, 1:11 amIf you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.
If you'd like it to seem like it starts on spawn, use a logic_auto to turn it on about one tenth of a second after the player spawns.
Guy: Hey dure i will date u
Girl: sure
Quote from Dafflewoctor on February 6, 2014, 7:00 pmActually I did try that, but for some reason it still happened. Turning it on when the player walks in worked.
Actually I did try that, but for some reason it still happened. Turning it on when the player walks in worked.