Energy Pellet... Thing
Posted Apr 06, 2013
I am currently working on a map with a green energy pellet that spawns when a floor button is pressed. While that is easy to do, how the hell do I kill the pellet when I step off the button?
I looked at the Rexaura maps that did this, but I don't understand how it works. 
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Posted Apr 06, 2013
Replied
2 hours
later
I've found the solution of this problem
I don't know this is the same what are you talking about but you can try it.
I don't know this is the same what are you talking about but you can try it.
You need to create in all map something like a trigger, but instead typing trigger_multiple type trigger_physics_trap.
Then go to Flags in it and check only Physics Objects and that last one (i don't know what exactly that last one do).
At the end go to a button and make outputs:
On Pressed -(trigger name) - Dissable
On UnPressed -(trigger name) - Enable
On Pressed - (ball launcher name) - Lunch ball
Should work 
Posted Apr 06, 2013
Replied
15 minutes
later
You can do it by naming the pellet with a trigger in the spawner (OnTrigger !activator AddOutput targetname energyball), then kill it with OnUnPressed energyball Explode.
If it's for the PTI or something where you can't guarantee a unique name, use a logic_register_activator to remember it instead of giving it a targetname. Then have that entity Explode the !activator.
Posted Apr 07, 2013
Replied
16 hours
later
Explode doesn't seem to work
Posted Apr 07, 2013
Replied
1 hour
later
Explode does work. I just checked. Maybe you are not referring to the right entity. What Felix described was that you have to mark the ball as soon as the ball_launcher creates it with the addouput output. Have you done like that? If you give it a name right after it has been created, you can directly refer to it by any output. Kill also works but Explode is cooler because there's also a small shake
Posted Apr 07, 2013
Replied
2 hours
later
I decompiled some Rexaura maps and that's pretty much how Mevious made his.
Posted Apr 07, 2013
Replied
1 hour
later
Thanks guys, finally got it to work.
Posted Jul 23, 2013
Replied
3 months
later
I also want to answer of this question ....... But now it Solved .
Thanks guys ....... Keep sharing .
Have a Good Day .
Thanks guys ....... Keep sharing .
Have a Good Day .
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Posted Jul 23, 2013
Replied
8 hours
later
This logic is also already built into the BEE2 instances