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Topic: Doors requiring two buttons to be pressed Read 1240 times  

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I want to create a door that only opens if it has been switchlinked by two objects. The one being a button, and the other a tripwire in front of the door. What i have done is created a MultiTrigger that i switchlink to the door. Then i switchlink both the button, and the tripwire to that MultiTrigger. But this does not work. The way i read about it, the MultiTrigger only sends a switchlink signal if all its "incomming" switchlinks have sent a TurnOn signal, so another question is, if a button only sends a TurnOn signal shortly or does it keep sending that signal if its default is TurnOff and it gets frobbed ? Hope you understand me :-)

67435c0f14efcZylonBane

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Put NVSpy on the multitrigger to make sure it's actually receiving TurnOn messages.
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Put NVSpy on the multitrigger to make sure it's actually receiving TurnOn messages.

Good tip, didnt know about that. But it seems that my MultiTrigger only needs a TurnOn signal from one of its incoming switchlinks to open the door. Have i misunderstood the purpose of the MultiTrigger ?

EDIT: I really dont understand this .. If i either press the button or move inside the tripwire the door opens like normal.. However only the first time.. If i have moved inside the tripwire the first time, the door opens and closes like normal, but if i move inside the tripwire again, without having pressed the button the door does not open. I then have to go press the button, but then the door will keep it self open
« Last Edit: 16. December 2014, 10:07:07 by Da9L »

67435c0f15392Nameless Voice

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The TriggerMulti script doesn't appear to work more then once.
I suggest that you use TrapRequireAll from the SS2 version of PublicScript instead.

67435c0f1546bZylonBane

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Or he should be using an unlock trap.

67435c0f1571bRocketMan

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I did precisely this when I was reverse engineering how quests work but I'm not sure if that's the best way to do it...
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I think i should be reading up on traps. Its something i know nothing about atm (and if i want something with what im doing i will sure have to get to know them)

So lets see if i can find anything about TrapRequireAll !

Thanks for your help again everyone!
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Im trying to figure out Traps, but im already getting into some trouble. I wanted to start with something simple so went with the Notes part. Created a override with NOTES.STR inside a strings folder in my FMs folder. When launching ShockEd i select my FM from the selector. If i then go into gamemode, it seems like my notes DOES appear but only when im standing inside the tripwire it self. If i move outside of the tripwire they dissapear again. :(
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Thanks but i do not see that im doing anything wrong really..

I've figured that i can use three objects in all and link them with switchlinks like so:

Tripwire -> OnFilter -> QB Set

Then the Note will remain when i move outside of the Tripwire.. But is this the correct way?
« Last Edit: 17. December 2014, 17:39:36 by Da9L »
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…Yeah, it does all seem horribly cynical and manipulative, doesn’t it?
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