Do i need to place a special lable on say like the pig for it to be detected or will by default will it be detected because it doesnt appear to be happening...
You don't need any special label for an object to be able to trip a boundary, but there are a few things that may be affecting it. First, you have to make sure the boundary is set to accept what you want it to accept. If you want objects to trigger it as well as players (or in place of), you need to tell it that in the actual boundary check script. If you open the script, in the boundary sub-options (before you get to the actions), there is a setting that determines whether players, objects, or both will trip the boundary. Pretty sure it defaults to players only, so make sure you change that to either objects or both if that's what you want. Second, any player or object has to enter enough of the bounday to trigger it. I don't think it works if it just skims the boundary. Third, I believe the boundary volume itself has to be large enough. Unfortunately, I'm not sure exactly how large it has to be. I vaguely remember seeing something about a circular volume needing a radius of something like 4-5 to work properly, but I'm not sure. Try experimenting with a larger volume.
very correct on both fronts, sir to test this, set up a test scenario or map where you have a boundary check, and then when it detects something within, do a power set of ON for a channel, and then turn off when exited. If you then want a small boulder or something to trip the boundary check, set it to detect all objects or just objects, and push the object into the zone and see if the power channel turns on (obviously, set some sort of an indicator to spawn or change when the power is set to On)
I think a more straightforward approach might be to script a sound to play upon the boundary triggering.
Thnx for the input figured it but never posted, wast working for the piece i had it took it about the pieces half way point to register it was in