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Well I imported the detonator package, really liked it, and wanted to use it for force power type things, for which it worked well. The problem was I also wanted it to do some cool effects for animations, like ex/ a pic of the earth having one nuke going off on it, then 4 more, then a whole bunch of them, but how do I set a time constraint, so that they will go on after x seconds? At the top it mentions explode() can set it off after a time, but I have no idea how to format that. I think it may be simplier than actually rewritting an addtional code.
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You can write a script to do it, using one of the following two methods: Coroutines Use a coroutine, something like this:
Invoke Use Invoke(), like this:
Edit: Since you edited your post and asked yet another question, you use Detonator simply by instantiating one of the prefabs it gives you. When a detonator object is spawned, it explodes, and then it automatically cleans itself up when it's done, so all you need to do is But... what if I want Javascript? Where's the Pseudocode? :)
Jun 26 '10 at 03:53 PM
Cyclops
Don't worry that was only half my question, I just wanted a start :)
Jun 26 '10 at 04:03 PM
jack 1
@jack, that comment was aimed at @SpikeX, since he's so fond of Pseudocode :) http://answers.unity3d.com/questions/13485/should-we-use-pseudocode-more-on-unityanswers
Jun 26 '10 at 04:08 PM
Cyclops
haha I know that, but the point was even still I didn't ask the complete question, which is an alternative to pseudocode, having users be limited to one part of their questions answered properly, so less knowledgable programmers would not be confused, but would have a start instead to work from.
Jun 26 '10 at 05:04 PM
jack 1
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Uncheck the explodeOnStart option, and then ,in your code, call the Explode() method whenever you want.
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Why did you post the Detonator code? We all know what it looks like, there's no need to clutter up your post, you could have just asked how to use it.
Still new to this type of environment