The issue:
Player walks through trigger A (the right one in the sequence), nothing should happen. Player walks towards trigger B(the left one in the sequence) and *takes bag*. Player walks back through trigger A again and now enemies spawn.
Breakdown in logic:
Enemies can only spawn if Trigger A was activated AND Trigger B is activated again, every other possible combination should give a false output and thus, don't make enemies spawn.
This is so simple, yet I can't seem to get it to work in kismet
So, if you walk through the Bagtrigger, an output should be generated. It should start with false and only change to true if you walk through it. So basically when you walk through it, it is activated... And stays true.
Second block is the enemies that spawn in the elevator, it has a toggle. Not in the trigger area? => false. In the area => true.
Also... I think there'll be a problem if both outputs are false, it's not really an "AND logic gate", right? :s
Anyone knows what I did wrong?
Player walks through trigger A (the right one in the sequence), nothing should happen. Player walks towards trigger B(the left one in the sequence) and *takes bag*. Player walks back through trigger A again and now enemies spawn.
Breakdown in logic:
Enemies can only spawn if Trigger A was activated AND Trigger B is activated again, every other possible combination should give a false output and thus, don't make enemies spawn.
This is so simple, yet I can't seem to get it to work in kismet
So, if you walk through the Bagtrigger, an output should be generated. It should start with false and only change to true if you walk through it. So basically when you walk through it, it is activated... And stays true.
Second block is the enemies that spawn in the elevator, it has a toggle. Not in the trigger area? => false. In the area => true.
Also... I think there'll be a problem if both outputs are false, it's not really an "AND logic gate", right? :s
Anyone knows what I did wrong?
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