|Name of gadget||Destroyer|
|Section||Movers & Outputs|
|Number of Tweak pages||1|
|Last updated||6 June 2019 [EA v1.03]|
This gadget will destroy an object when powered. The object is removed from your scene. Although its only action is to instantaneously and silently remove that object from the scene, it has an output pulse that you could use to activate death or destruction animations and effects (such as an explosion or a disintegration).
If the object you want to destroy is part of a group, take care to connect (snap or wire) the gadget at the right level or you may end up destroying more (or less) than you intend to.
Example Tutorial (adapted from Media Molecule)
- Stamp a cube
- Snap a destroyer to it
- Stamp a timer and set it to 5 seconds
- Connect the timer finished pulse to the power point of the destroyer
- Hit start time.
- After 5 seconds your shape will disappear. This is not invisibility the shape has been removed along with any gadget attached to it. (To see this, try rewinding and balancing another (moveable) cube on top of your cube-to-be-destroyed, then start time again.)
- Affected Object(s)
By default, the gadget applies to any object that it is snapped onto but you can also specify any number of objects to be destroyed by connecting an output to each one.
- Object Destroyed
This output gives a pulse when the destroyer is activated and the affected objects destroyed. Whether or not the gadget is snapped to the object in question, it is also destroyed.
- Destroy Connected Objects
By default, the destroyer only destroys the targeted object(s) (or whatever it is snapped to). By activating this you can specify that it also destroys, simultaneously, any other objects that are attached to the target(s) using Connector gadgets. Sometimes when you destroy the body of a car, you want the wheels to disappear too, and sometimes you want the wheels to roll comically onwards. This allows you to choose either option.
This is where you turn the gadget on/off. Unlike many gadgets, you probably want to connect an input into this one (or use a keyframe) so that you can control the timing of the destruction. Otherwise it will activate the moment your scene begins.