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Post by RoguesGalleryGames on Feb 25, 2018 0:25:07 GMT
I have an Invector chest that I have changed the mesh on, and have setup playing a sound when it's opened in the events manager. My question is, how can I place a collectible in the chest to make the trigger collider of the collectible deactivated until the chest is opened through the event system, then once the chest is opened it turns the trigger collider of the collectible back on?
I've tried a number of different ways, but haven't found a method that works yet.
If there is an easier way,I'm all for that as well. 😄
Thanks
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Post by Invector on Feb 26, 2018 13:47:51 GMT
Basically, you want to create a Chest that doesn't get destroy right? just uncheck the "Destroy After" You can play with the events as well, for example, disable the itemCollection collider with the OnDoAction and enable again with OnPlayerExit with a close chest animation as well.
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Post by RoguesGalleryGames on Feb 26, 2018 20:47:26 GMT
Basically, you want to create a Chest that doesn't get destroy right? just uncheck the "Destroy After" You can play with the events as well, for example, disable the itemCollection collider with the OnDoAction and enable again with OnPlayerExit with a close chest animation as well. Not exactly. If I have a handgun collectible inside the chest, I want the collider of the handgun to be disabled, so I can't just walk up to the chest and pick up the handgun since its collider will be sticking outside of the chests mesh. I'd like to have the hangun collider disabled while it's in the chest, and then when the chest is opened the handgun collider gets re-enabled so that you can pick it up.
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Post by Invector on Feb 26, 2018 21:52:08 GMT
That doesn't make much sense... unless you're using the No-Inventory character with the vCollectableStandalone. If that's the case, you can simply use the OnDoAction event to enable the collider of your collectable.
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Post by RoguesGalleryGames on Feb 27, 2018 1:35:12 GMT
That doesn't make much sense... unless you're using the No-Inventory character with the vCollectableStandalone. If that's the case, you can simply use the OnDoAction event to enable the collider of your collectable. That should work. Thanks
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