#Creating custom Pickup Action

1 messages · Page 1 of 1 (latest)

deep flicker
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If I need help, I think it'll be better for me to ask questions in here to not flood the chat

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@pseudo hatch Ok so, I truly have no idea on what to put here, if you could guide me, that would be really appreciated x(

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For now that's what I've changed

pseudo hatch
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Let me look this.

deep flicker
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Thanks

pseudo hatch
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First disregard what I said about slotPick.et. There is no action attached to it.

deep flicker
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F :C

pseudo hatch
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Ok I think I got. Let me do a video demo so I have a record of it.

deep flicker
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Omg thank you so much ❤️

pseudo hatch
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Check it out...

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still processing video so SD right now. Wait a bit and it will be HD shortly.

deep flicker
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Omg you made a whole video out of it xD

pseudo hatch
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Yea, it's just way easier then screen shots, and texting.

deep flicker
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Your video was really handy

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And it's crazy how in-depth the editor is now

pseudo hatch
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Does that work for ya?

deep flicker
# pseudo hatch Does that work for ya?

Yeah that's exactly what I wanted, thanks a lot ! I'll be able to carry on with the rest of the mission, Aka, building the compound and setting up the defend task, then the other assault tasks !

deep flicker
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@pseudo hatch Hey, so, I had a question regarding the video. I'd like to link a task to it, so that when you activate the trigger, it completes it. What type of task should I place down in your opinion ?

pseudo hatch
deep flicker
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I've placed a layerTask and put everything regarding the power task under it, but I don't know if that the best option or not

pseudo hatch
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Why not eliminate the logiccounter, and just trigger the next task with a wait and spawn action?

deep flicker
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I've pretty much just followed the examples given by bohemia blindly

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But yeah, that may be better

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I guess that would be in the "OnTaskFinished" thing and just spawn the object then

pseudo hatch
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or OnActivation > Trigger Actions > Wait and Spawn Object

deep flicker
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That's weird, kinda doubles up with the OnTaskFinished thing

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Has there been any changes on the LayerTaskDestroy after your video btw ? Or we're still using the SlotDestroy with a bottle cap ?

pseudo hatch
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FYI.... In regards to the "ActionManagerComponent" at minute 3:40. You can remove the "Light Description" and you should only have the action to turn off the switch.
For multiple destructions of objects, yes you have to delete the slotdestroy first.

deep flicker
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😮 That's even better, thanks !
Alright then. I hope they'll make it better at some point tho !

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Thanks for all your tips and tricks man 🙂