Laser catcher graphical glitch

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Dafflewoctor
415 Posts
Posted Feb 02, 2014
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.

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FelixGriffin
2,680 Posts
Posted Feb 02, 2014
Replied 13 minutes later
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.
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Dafflewoctor
415 Posts
Posted Feb 02, 2014
Replied 14 minutes later
I will try that.
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DaMaGepy
361 Posts
Posted Feb 02, 2014
Replied 7 hours later
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)
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Gemarakup
1,183 Posts
Posted Feb 03, 2014
Replied 8 hours later

DaMaGepy 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.

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CJLERCH
50 Posts
Posted Feb 06, 2014
Replied 2 days later
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..
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CJLERCH
50 Posts
Posted Feb 06, 2014
Replied 1 minute later
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.
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Dafflewoctor
415 Posts
Posted Feb 06, 2014
Replied 17 hours later
Actually I did try that, but for some reason it still happened. Turning it on when the player walks in worked.