I have a trigger Zone set up to detect targets, I want a sound effect to go off every time a new Target enters the zone but the sound effect only goes off once when the first Target enters the zone. I can't figure out how to get the sound effect to go off every time another Target enters the zone can you help?
@@DreamswithLadylexUK I have spheres that I went into the labels and ownership section and selected them to be Target and I unselected all the other labels. The trigger zone is set up to detect things labeled as Target. Part of the game is picking up a group of objects and bringing them into the trigger Zone I want a signal sent to a sound effect every time a new object comes into the zone. I have a counter setup that works properly and counts the number of objects that goes into the zone I would just like a sound effect every time another object comes into the zone I hope that makes sense thank you for the quick response by the way your videos are awesome and extremely informative
Aecert recently did a really good tut on this. I would use the Number detected option in the trigger zone. Set the number to the maximum (65535). Stamp a variable and a variable modifier. Wire the number detected to the operation value of the variable modifer set to continuous when powered and set. Wire the count increased output in the variable to your sound. Here is his tutorial. He doesnt combine the two methods like I have suggested above but should help understand the method dreamskool.wordpress.com/2020/03/04/count-items-in-a-scene/
@@DreamswithLadylexUK thank you for your quick response. that works. I was banging my head against the wall for a minute. I had to set the sound to Loop to get the really quick succession of beeps whenever I bring a whole bunch of items into the Zone quickly. How would I wire it to make a sound every time an item leaves the trigger Zone.
Here is the tutorial as a remixable scene. Have a look at the coding and see where it differs from yours. Or you could just copy the chip. indreams.me/scene/dEtBsvcPyNq
@@DreamswithLadylexUK I had to copy the chip. When I tried to follow what I saw gadget for gadget, wire for wire. Unfortunately the puppet still healed while enemies were near and or while moving. At that point I was thinking of having the puppet regenerate health no matter the scenario, but I thought it was a bit too easy. So I copied the chip, that worked and fixed everything. I also decided to extend the timer until the regeneration starts as the puppet that I went with has a dying animation, and they'll try to start the healing process while the dying animation is playing.
@@nightfall2681 Glad you sorted it out. You have to be 100% accurate when wiring for things to work. And it is not always easy to spot where you have gone wrong.
@@DreamswithLadylexUKafter some more testing I'm working on adding more mechanics such as stamina, mana and shield drainage (simplest way I could word it.) But I'm a little lost when it comes to something as I wish to connect the mana to the Health Regen. The idea behind it is you could only heal while you have mana available. How exactly would I connect the two?
@@nightfall2681 You use an AND gate. For example mana value AND button press (to regain health). Other side of gate you increase health. If the mana is zero then the button press does nothing, as both need to be true. Check out tutorials on AND gates if you are not familiar with how they work. dreamskool.wordpress.com/2019/02/13/logic-gadgets-and-gate/ Here are other tutorials on health regen dreamskool.wordpress.com/weapons-and-combat/ dreamskool.wordpress.com/logic-tuts-ui-and-hud/
I followed the instructions for the hit reactions, it worked, however the sound only played once for the entire puppets time on screen. Would it be possible for the sound to play everytime the puppet is hit?
I am guessing you did not wire the counter to reset. Watch the video again, you will see a wire from the end of the hit reaction to the reset on the counter.
Your dreams tutorials are the best on here I have made a first person game but can’t get the foe to kill my player just by touching them do you know what I’m doing wrong. Thanks for your tutorials
Check the position of any detection zones, sometimes they can be too low or high to be detected. Try using a simple debug with a text gadget, so that you can test visually if the player is being detected by your enemy. Wire the detector to a text gadget. If the text does not appear then you know that the problem is in detection. If it does, then the problem lies with the gadgets linked from the detector.
@@DreamswithLadylexUK thanks for help I am currently trying to get an enemy to grab the player but can’t work out the I tried trigger zone but nothing happens
@@JakePihlgren Try putting the detection zone in the player and not the enemy. So if the player detects the enemy you do the action rather than the other way round. What happened when you tried the debug code? Was the problem with your wired action or the zone?
I hope my pig remix will be allowed... I based it off a lovely person I know who spoils us with the best tutorials 😉.. hoping no offence comes from the animal.. I'm just working on many 1sts here and adding something to the animations from your help. It also reminds me.. we need a better fireworks,lightning, fog, and emitted and kaleidoscopic patterns to go with music or weather to go with day/night cycle... erm.. pretty please.. and a tad of onion skinning would be appreciated.. and a few time lines with timers that reset and randomise a few different emitters would be awesome too.. I can't get the timing on emitter to change.. they always remain a constant.. I want random. .but true random deployment of cars etc. . Not just a randomised chug of 1 different car per X-seconds (I'm stuck) 😉😆🤗 I feel we are kissing out 1 of those type of vids.. I know I'm a pain in the backside
So if I want the player to only heal after picking up an item, I'd attach a health modifier to the item, and when you pick it up by going in it's zone trigger it adds x amount of health back to the player? Or would that be the incorrect way of going about it?
Thanks so much for the tutorial. Im having trouble with the hit reaction on the player. I wired everything like you showed but he only glows on the enemies first hit. After that no reaction on the part that is supposed to glow, any idea why it doesn't react on every hit? Thank you.
This level is now available to play and remix indreams.me/scene/dEtBsvcPyNq
Thanks for making so many Dreams tutorials, they've really been helping me alot.
Such an awesome series so far. Finally got time to follow along and learn stuff! I'm absolutely loving it.
Incredibly useful! I learn so much from your tutorials.
I have a trigger Zone set up to detect targets, I want a sound effect to go off every time a new Target enters the zone but the sound effect only goes off once when the first Target enters the zone. I can't figure out how to get the sound effect to go off every time another Target enters the zone can you help?
How are you defining a target? Is it a tag, a possessed controller? I need more info to help with this one.
@@DreamswithLadylexUK I have spheres that I went into the labels and ownership section and selected them to be Target and I unselected all the other labels. The trigger zone is set up to detect things labeled as Target. Part of the game is picking up a group of objects and bringing them into the trigger Zone I want a signal sent to a sound effect every time a new object comes into the zone. I have a counter setup that works properly and counts the number of objects that goes into the zone I would just like a sound effect every time another object comes into the zone I hope that makes sense thank you for the quick response by the way your videos are awesome and extremely informative
Aecert recently did a really good tut on this. I would use the Number detected option in the trigger zone. Set the number to the maximum (65535). Stamp a variable and a variable modifier. Wire the number detected to the operation value of the variable modifer set to continuous when powered and set. Wire the count increased output in the variable to your sound.
Here is his tutorial. He doesnt combine the two methods like I have suggested above but should help understand the method dreamskool.wordpress.com/2020/03/04/count-items-in-a-scene/
@@DreamswithLadylexUK thank you for your quick response. that works. I was banging my head against the wall for a minute. I had to set the sound to Loop to get the really quick succession of beeps whenever I bring a whole bunch of items into the Zone quickly. How would I wire it to make a sound every time an item leaves the trigger Zone.
Same as before except use the decrease output on the variable
I was focusing in the Health Regen as I wanted to get the hardest out of the way first. I followed the video, but for some reason it didn't work.
Here is the tutorial as a remixable scene. Have a look at the coding and see where it differs from yours. Or you could just copy the chip.
indreams.me/scene/dEtBsvcPyNq
@@DreamswithLadylexUK I had to copy the chip. When I tried to follow what I saw gadget for gadget, wire for wire. Unfortunately the puppet still healed while enemies were near and or while moving. At that point I was thinking of having the puppet regenerate health no matter the scenario, but I thought it was a bit too easy. So I copied the chip, that worked and fixed everything. I also decided to extend the timer until the regeneration starts as the puppet that I went with has a dying animation, and they'll try to start the healing process while the dying animation is playing.
@@nightfall2681 Glad you sorted it out. You have to be 100% accurate when wiring for things to work. And it is not always easy to spot where you have gone wrong.
@@DreamswithLadylexUKafter some more testing I'm working on adding more mechanics such as stamina, mana and shield drainage (simplest way I could word it.) But I'm a little lost when it comes to something as I wish to connect the mana to the Health Regen. The idea behind it is you could only heal while you have mana available. How exactly would I connect the two?
@@nightfall2681 You use an AND gate. For example mana value AND button press (to regain health). Other side of gate you increase health. If the mana is zero then the button press does nothing, as both need to be true. Check out tutorials on AND gates if you are not familiar with how they work.
dreamskool.wordpress.com/2019/02/13/logic-gadgets-and-gate/
Here are other tutorials on health regen
dreamskool.wordpress.com/weapons-and-combat/
dreamskool.wordpress.com/logic-tuts-ui-and-hud/
I followed the instructions for the hit reactions, it worked, however the sound only played once for the entire puppets time on screen. Would it be possible for the sound to play everytime the puppet is hit?
I am guessing you did not wire the counter to reset. Watch the video again, you will see a wire from the end of the hit reaction to the reset on the counter.
Your dreams tutorials are the best on here I have made a first person game but can’t get the foe to kill my player just by touching them do you know what I’m doing wrong. Thanks for your tutorials
Check the position of any detection zones, sometimes they can be too low or high to be detected. Try using a simple debug with a text gadget, so that you can test visually if the player is being detected by your enemy. Wire the detector to a text gadget. If the text does not appear then you know that the problem is in detection. If it does, then the problem lies with the gadgets linked from the detector.
@@DreamswithLadylexUK yes worked thank you my the screen flashes red and I die now thank goodness
@@DreamswithLadylexUK thanks for help I am currently trying to get an enemy to grab the player but can’t work out the I tried trigger zone but nothing happens
@@JakePihlgren Try putting the detection zone in the player and not the enemy. So if the player detects the enemy you do the action rather than the other way round. What happened when you tried the debug code? Was the problem with your wired action or the zone?
I hope my pig remix will be allowed... I based it off a lovely person I know who spoils us with the best tutorials 😉.. hoping no offence comes from the animal.. I'm just working on many 1sts here and adding something to the animations from your help.
It also reminds me.. we need a better fireworks,lightning, fog, and emitted and kaleidoscopic patterns to go with music or weather to go with day/night cycle... erm.. pretty please.. and a tad of onion skinning would be appreciated.. and a few time lines with timers that reset and randomise a few different emitters would be awesome too.. I can't get the timing on emitter to change.. they always remain a constant.. I want random. .but true random deployment of cars etc. . Not just a randomised chug of 1 different car per X-seconds (I'm stuck) 😉😆🤗
I feel we are kissing out 1 of those type of vids.. I know I'm a pain in the backside
So if I want the player to only heal after picking up an item, I'd attach a health modifier to the item, and when you pick it up by going in it's zone trigger it adds x amount of health back to the player? Or would that be the incorrect way of going about it?
I wouldnt use that method. Maybe a switch which adds or removes health that is activated when the player picks up the item would work better.
Thanks so much for the tutorial. Im having trouble with the hit reaction on the player. I wired everything like you showed but he only glows on the enemies first hit. After that no reaction on the part that is supposed to glow, any idea why it doesn't react on every hit? Thank you.
Have a look at my level in the Dreamiverse, see what is different in yours.
indreams.me/scene/dEtBsvcPyNq
@@DreamswithLadylexUK Thanks for the link!